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102
materialsystem/stdshaders/TreeLeaf.cpp
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102
materialsystem/stdshaders/TreeLeaf.cpp
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//========= Copyright <20> 1996-2005, 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 "BaseVSShader.h"
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#include "treeleaf_ps20.inc"
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#include "treeleaf_ps20b.inc"
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#include "treeleaf_vs20.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" )
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END_SHADER_PARAMS
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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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return 0;
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}
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SHADER_INIT
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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if ( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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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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pShaderShadow->EnableAlphaTest( true );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true );
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SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( treeleaf_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b );
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SET_STATIC_PIXEL_SHADER( treeleaf_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 );
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SET_STATIC_PIXEL_SHADER( treeleaf_ps20 );
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}
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// we are writing linear values from this shader.
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// This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below.
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// The COLOR really decides if we are gamma or linear.
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pShaderShadow->EnableSRGBWrite( false );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME );
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// We need the view matrix
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LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() );
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LightState_t lightState = {0, false, false};
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pShaderAPI->GetDX9LightState( &lightState );
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 );
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}
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Draw( );
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}
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END_SHADER
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