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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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//=============================================================================//
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#include "BaseVSShader.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( Teeth, Teeth_DX6 )
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BEGIN_VS_SHADER( Teeth_DX6,
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"Help for Teeth_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
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SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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LoadTexture( BASETEXTURE );
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}
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void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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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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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
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}
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else
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{
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DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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