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https://github.com/nillerusr/source-engine.git
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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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DEFINE_FALLBACK_SHADER( Vortwarp, VortWarp_DX7 )
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float QuadraticBezier( float t, float A, float B, float C )
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{
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return Lerp( t, Lerp( t, A, B ), Lerp( t, B, C ) );
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}
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float CubicBezier( float t, float A, float B, float C, float D )
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{
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return QuadraticBezier( t, Lerp( t, A, B ), Lerp( t, B, C ), Lerp( t, C, D ) );
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}
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BEGIN_SHADER( VortWarp_DX7,
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"Help for VortWarp_DX7" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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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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SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
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SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[SELFILLUMTINT]->IsDefined() )
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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if( !params[UNLIT]->IsDefined() )
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{
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params[UNLIT]->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 (g_pHardwareConfig->GetDXSupportLevel() < 70)
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return "VertexLitGeneric_DX6";
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return 0;
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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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{
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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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if( params[SELFILLUMMAP]->IsDefined() )
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{
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LoadTexture( SELFILLUMMAP );
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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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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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}
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void DrawBaseTimesVertexColor( bool bUnlit, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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if( bUnlit )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
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}
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0;
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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pShaderShadow->CustomTextureStages( 2 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_ADD,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
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// for warping in
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pShaderShadow->EnableAlphaTest( true );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 1.0f );
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// SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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DYNAMIC_STATE
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{
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float warp = params[WARPPARAM]->GetFloatValue();
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float t = warp;
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warp = CubicBezier( warp, 0.0f, 1.0f, 0.0f, 0.0f );
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warp = Lerp( t, warp, 1.0f );
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pShaderAPI->Color4f( 1.0f, 1.0f, 1.0f, warp );
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}
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Draw();
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}
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int GetDrawFlagsPass1(IMaterialVar** params)
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{
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int flags = SHADER_DRAW_POSITION;
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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flags |= SHADER_DRAW_COLOR;
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if (params[BASETEXTURE]->IsTexture())
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flags |= SHADER_DRAW_TEXCOORD0;
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return flags;
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}
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void DrawUnlit( 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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SetModulationShadowState();
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SetNormalBlendingShadowState( BASETEXTURE, true );
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pShaderShadow->DrawFlags( GetDrawFlagsPass1(params) );
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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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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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SetModulationDynamicState();
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}
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Draw( );
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}
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//-----------------------------------------------------------------------------
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// Fixed function Self illumination pass
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//-----------------------------------------------------------------------------
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void ScrollySelfIllumPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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SetInitialShadowState();
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// A little setup for self illum here...
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SetModulationShadowState( SELFILLUMTINT );
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// Don't bother with z writes here...
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s_pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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// basetexture * selfillumtint
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
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// previous * selfillummap
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
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// We're always blending
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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s_pShaderAPI->SetDefaultState();
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, SELFILLUMMAP, -1 );
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// -----------------------------------------------------------
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// Set up the self illum tint
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// -----------------------------------------------------------
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float selfIllumTint[3];
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params[SELFILLUMTINT]->GetVecValue( selfIllumTint, 3 );
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selfIllumTint[0] = clamp( selfIllumTint[0], 0.0f, 1.0f );
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selfIllumTint[1] = clamp( selfIllumTint[1], 0.0f, 1.0f );
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selfIllumTint[2] = clamp( selfIllumTint[2], 0.0f, 1.0f );
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// Warning( "selfillumtint: %f %f %f\n", selfIllumTint[0], selfIllumTint[1], selfIllumTint[2] );
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pShaderAPI->Color4f( selfIllumTint[0], selfIllumTint[1], selfIllumTint[2], 1.0f );
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// -----------------------------------------------------------
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// Set up the self illum scrolling
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// -----------------------------------------------------------
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float curTime = pShaderAPI->CurrentTime();
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
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// only do the upper 3x3 since this is a 2D matrix
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float mat[16];
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mat[0] = 1.0f; mat[1] = 0.0f; mat[2] = 0.0f;
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mat[4] = 0.0f; mat[5] = 1.0f; mat[6] = 0.0f;
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mat[8] = .11f * curTime; mat[9] = .124 * curTime; mat[10] = 1.0f;
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// Better set the stuff we don't set with some sort of value!
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mat[3] = mat[7] = mat[11] = 0;
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mat[12] = mat[13] = mat[14] = 0;
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mat[15] = 1;
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s_pShaderAPI->LoadMatrix( mat );
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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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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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return;
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}
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// Draw base times lighting.
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// Lighting is either sent down per vertex from the app, or it's in the second
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// stream as color values.
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DrawBaseTimesVertexColor( params[UNLIT]->GetIntValue() != 0, params, pShaderAPI, pShaderShadow );
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// ScrollySelfIllumPass( params, pShaderAPI, pShaderShadow );
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}
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END_SHADER
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