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https://github.com/nillerusr/source-engine.git
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197 lines
7.7 KiB
C++
197 lines
7.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "aftershock_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "aftershock_vs20.inc"
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#include "aftershock_ps20.inc"
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#include "aftershock_ps20b.inc"
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void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_t &info )
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{
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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// Set material parameter default values
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if ( ( info.m_nRefractAmount != -1 ) && ( !params[info.m_nRefractAmount]->IsDefined() ) )
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{
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params[info.m_nRefractAmount]->SetFloatValue( kDefaultRefractAmount );
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}
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if ( ( info.m_nColorTint != -1 ) && ( !params[info.m_nColorTint]->IsDefined() ) )
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{
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params[info.m_nColorTint]->SetVecValue( kDefaultColorTint[0], kDefaultColorTint[1], kDefaultColorTint[2], kDefaultColorTint[3] );
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}
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if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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}
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if ( ( info.m_nSilhouetteThickness != -1 ) && ( !params[info.m_nSilhouetteThickness]->IsDefined() ) )
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{
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params[info.m_nSilhouetteThickness]->SetFloatValue( kDefaultSilhouetteThickness );
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}
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if ( ( info.m_nSilhouetteColor != -1 ) && ( !params[info.m_nSilhouetteColor]->IsDefined() ) )
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{
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params[info.m_nSilhouetteColor]->SetVecValue( kDefaultSilhouetteColor[0], kDefaultSilhouetteColor[1], kDefaultSilhouetteColor[2], kDefaultSilhouetteColor[3] );
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}
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if ( ( info.m_nGroundMin != -1 ) && ( !params[info.m_nGroundMin]->IsDefined() ) )
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{
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params[info.m_nGroundMin]->SetFloatValue( kDefaultGroundMin );
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}
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if ( ( info.m_nGroundMax != -1 ) && ( !params[info.m_nGroundMax]->IsDefined() ) )
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{
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params[info.m_nGroundMax]->SetFloatValue( kDefaultGroundMax );
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}
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if ( ( info.m_nBlurAmount != -1 ) && ( !params[info.m_nBlurAmount]->IsDefined() ) )
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{
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params[info.m_nBlurAmount]->SetFloatValue( kDefaultBlurAmount );
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}
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
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}
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void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info )
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{
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// Load textures
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBumpmap );
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}
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}
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void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( aftershock_vs20 );
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SET_STATIC_VERTEX_SHADER( aftershock_vs20 );
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// Pixel Shader
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b );
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SET_STATIC_PIXEL_SHADER( aftershock_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 );
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SET_STATIC_PIXEL_SHADER( aftershock_ps20 );
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}
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
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pShaderShadow->EnableSRGBWrite( true );
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
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//pShaderShadow->EnableDepthWrites( true );
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}
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DYNAMIC_STATE
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{
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
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// Set Vertex Shader Constants
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if ( info.m_nBumpTransform != -1 )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
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}
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// Time % 1000
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float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
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vPackedVsConst1[0] = flTime;
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vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
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// Set Pixel Shader Combos
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20 );
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}
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// Bind textures
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
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if ( bBumpMapping )
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{
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
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}
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// Set Pixel Shader Constants
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
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float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount;
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vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
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vPackedConst1[3] = vPackedVsConst1[0]; // Time
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pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
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// Refract color tint
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pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 );
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// Silhouette values
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float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0];
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vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1];
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vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2];
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vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness;
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pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 );
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// Ground min/max
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float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin;
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vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax;
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pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 );
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix mView, mProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
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VMatrix mViewProj = mView * mProj;
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mViewProj = mViewProj.Transpose3x3();
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pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
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}
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pShader->Draw();
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}
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