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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/cshader.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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// FIXME!! This version doesn't support vertexalpha to make it blend to white!!!
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DEFINE_FALLBACK_SHADER( Modulate, Modulate_DX6 )
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BEGIN_SHADER( Modulate_DX6,
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"Help for Modulate_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( WRITEZ, SHADER_PARAM_TYPE_BOOL, "0", "Forces z to be written if set" )
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SHADER_PARAM( MOD2X, SHADER_PARAM_TYPE_BOOL, "0", "forces a 2x modulate so that you can brighten and darken things" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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bool bMod2X = params[MOD2X]->IsDefined() && params[MOD2X]->GetIntValue();
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SHADOW_STATE
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{
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if( bMod2X )
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_ZERO );
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}
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if (params[WRITEZ]->GetIntValue() != 0)
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{
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// This overrides the disabling of depth writes performed in
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// EnableAlphaBlending
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pShaderShadow->EnableDepthWrites(true);
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}
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pShaderShadow->EnableConstantColor( true );
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int drawFlags = SHADER_DRAW_POSITION;
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if (params[BASETEXTURE]->IsTexture())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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drawFlags |= SHADER_DRAW_TEXCOORD0;
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}
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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{
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drawFlags |= SHADER_DRAW_COLOR;
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}
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pShaderShadow->DrawFlags( drawFlags );
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// We need to fog to *white* regardless of overbrighting...
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if( bMod2X )
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{
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FogToGrey();
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}
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else
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{
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FogToOOOverbright();
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}
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}
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DYNAMIC_STATE
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{
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if (params[BASETEXTURE]->IsTexture())
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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}
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// The constant color is the modulation color...
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SetColorState( COLOR );
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}
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Draw( );
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}
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END_SHADER
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