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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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#include "teeth.inc"
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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_DX8 )
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BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" )
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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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SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
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SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
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SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
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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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if( !params[INTRO]->IsDefined() )
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{
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params[INTRO]->SetIntValue( 0 );
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}
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) )
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{
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return "Teeth_dx6";
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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 );
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LoadTexture( BASETEXTURE );
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}
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void DrawUsingVertexShader( 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->VertexShaderVertexFormat(
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VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
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teeth_Static_Index vshIndex;
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vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
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vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 );
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pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" );
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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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SetAmbientCubeDynamicStateVertexShader();
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Vector4D lighting;
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params[FORWARD]->GetVecValue( lighting.Base(), 3 );
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lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
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teeth_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if( params[INTRO]->GetIntValue() )
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{
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float curTime = params[WARPPARAM]->GetFloatValue();
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float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
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Assert( params[ENTITYORIGIN]->IsDefined() );
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params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
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}
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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_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1,
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// Optional parameters, specific to teeth:
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true, FORWARD, ILLUMFACTOR );
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}
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else
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{
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DrawUsingVertexShader( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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