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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "lightmappedgeneric_decal.inc"
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#include "mathlib/bumpvects.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER( LightmappedGeneric_Decal,
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"Help for LightmappedGeneric_Decal" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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SET_FLAGS( MATERIAL_VAR_DECAL );
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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}
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}
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void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
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{
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if( IsSnapshotting() )
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{
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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SetNormalBlendingShadowState( BASETEXTURE, true );
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int pTexCoords[3] = { 2, 2, 1 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
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lightmappedgeneric_decal_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" );
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FogToFogColor();
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// Load the z^2 components of the lightmap coordinate axes only
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// This is (N dot basis)^2
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Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
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vecZValues *= vecZValues;
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Vector4D basis[3];
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basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
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basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
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basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
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pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetModulationPixelShaderDynamicState( 3 );
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lightmappedgeneric_decal_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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SHADER_DRAW
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{
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if( UsingFlashlight( params ) )
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{
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
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}
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else
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{
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DrawDecal( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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