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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "portal_refract_dx8_helper.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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DEFINE_FALLBACK_SHADER( PortalRefract, PortalRefract_dx8 )
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BEGIN_VS_SHADER( PortalRefract_dx8, "PortalRefract_dx8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( STAGE, SHADER_PARAM_TYPE_INTEGER, "0", "Stage of portal rendering (0, 1, 2)" )
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SHADER_PARAM( PORTALOPENAMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal open amount 0.0-1.0" )
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SHADER_PARAM( PORTALSTATIC, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal static amount 0.0-1.0" )
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SHADER_PARAM( PORTALMASKTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Mask texture" )
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SHADER_PARAM( TEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "Texcoord transform" )
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SHADER_PARAM( PORTALCOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Color texture" )
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SHADER_PARAM( PORTALCOLORSCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "Portal color scale" )
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END_SHADER_PARAMS
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void SetupVarsPortalRefract_DX8( PortalRefractVarsDX8_t &info )
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{
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info.m_nStage = STAGE;
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info.m_nPortalOpenAmount = PORTALOPENAMOUNT;
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info.m_nPortalStatic = PORTALSTATIC;
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info.m_nPortalMaskTexture = PORTALMASKTEXTURE;
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info.m_nTextureTransform = TEXTURETRANSFORM;
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info.m_nPortalColorTexture = PORTALCOLORTEXTURE;
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info.m_nPortalColorScale = PORTALCOLORSCALE;
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}
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bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
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{
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return false;
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}
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SHADER_INIT_PARAMS()
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{
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PortalRefractVarsDX8_t info;
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SetupVarsPortalRefract_DX8( info );
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InitParamsPortalRefract_DX8( this, params, pMaterialName, info );
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "Wireframe";
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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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PortalRefractVarsDX8_t info;
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SetupVarsPortalRefract_DX8( info );
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InitPortalRefract_DX8( this, params, info );
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}
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SHADER_DRAW
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{
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// Skip drawing stage 0 in DX8
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bool bDraw = true;
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if ( params[STAGE]->GetIntValue() == 0 )
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{
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bDraw = false;
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}
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( bDraw == true ) )
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{
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PortalRefractVarsDX8_t info;
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SetupVarsPortalRefract_DX8( info );
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DrawPortalRefract_DX8( this, params, pShaderAPI, pShaderShadow, info );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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END_SHADER
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