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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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//=============================================================================//
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#include "BaseVSShader.h"
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#include "windowimposter_vs11.inc"
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#include "windowimposter_ps11.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( WindowImposter, WindowImposter_DX80 )
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BEGIN_VS_SHADER( WindowImposter_DX80,
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"Help for WindowImposter_DX80" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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END_SHADER_PARAMS
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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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)
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return "WindowImposter_DX60";
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return NULL;
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}
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SHADER_INIT
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{
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LoadCubeMap( ENVMAP );
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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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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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windowimposter_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "windowimposter_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader("windowimposter_ps11");
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableDepthWrites( false );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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windowimposter_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
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SetModulationVertexShaderDynamicState();
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}
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Draw();
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}
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END_SHADER
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