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materialsystem/stdshaders: restore original vertexlit_and_unlit_generic and skin shaders to work with steam resources( fixes #75 )
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@@ -31,9 +31,6 @@
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
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// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1" [ps20b] [ps30]
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// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..0" [ps20]
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// DYNAMIC: "DEBUG_LUXELS" "0..1" [ps20b] [ps30]
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// detail blend mode 6 = ps20b only
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// SKIP: $DETAIL_BLEND_MODE == 6 [ps20]
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@@ -74,9 +71,6 @@
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// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
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// Debugging luxels only makes sense if we have lightmaps on this geometry.
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// SKIP: ($STATIC_LIGHT_LIGHTMAP == 0) && ($DEBUG_LUXELS == 1)
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#include "common_flashlight_fxc.h"
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#include "common_vertexlitgeneric_dx9.h"
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@@ -111,7 +105,6 @@ sampler FlashlightSampler : register( s7 );
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sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler
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sampler DepthSampler : register( s10 ); //depth buffer sampler for depth blending
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sampler SelfIllumMaskSampler : register( s11 ); // selfillummask
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sampler LightMapSampler : register( s12 );
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struct PS_INPUT
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{
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@@ -174,10 +167,6 @@ const float4 g_OutlineParams : register( c9 );
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const float3 g_DetailTint : register( c10 );
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#endif
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#if DEBUG_LUXELS
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const float4 g_LuxelScale : register( c11 );
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#endif
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// Calculate unified fog
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float CalcPixelFogFactorConst( float fPixelFogType, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ )
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@@ -342,24 +331,12 @@ float4 main( PS_INPUT i ) : COLOR
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}
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float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
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if( bDiffuseLighting || bVertexColor )
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if( bDiffuseLighting || bVertexColor && !( bVertexColor && bDiffuseLighting ) )
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{
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diffuseLighting = i.color.rgb;
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}
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#if STATIC_LIGHT_LIGHTMAP
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// This matches the behavior of vertex lighting, which multiplies by cOverbright (which is not accessible here)
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// And converts from Gamma space to Linear space before being used.
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float2 lightmapTexCoords = i.baseTexCoord.xy;
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#if DEBUG_LUXELS
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lightmapTexCoords.xy *= g_LuxelScale.xy;
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#endif
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float3 f3LightmapColor = GammaToLinear( 2.0f * tex2D( LightMapSampler, lightmapTexCoords ).rgb );
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diffuseLighting = f3LightmapColor;
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#endif
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float3 albedo = baseColor;
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if (bBlendTintByBaseAlpha)
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{
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float3 tintedColor = albedo * g_DiffuseModulation.rgb;
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