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SDK sync.
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297
materialsystem/stdshaders/sky_hdr_dx9.cpp
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297
materialsystem/stdshaders/sky_hdr_dx9.cpp
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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 "BaseVSShader.h"
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#include "sky_vs20.inc"
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#include "sky_ps20.inc"
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#include "sky_ps20b.inc"
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#include "sky_hdr_compressed_ps20.inc"
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#include "sky_hdr_compressed_ps20b.inc"
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#include "sky_hdr_compressed_rgbs_ps20.inc"
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#include "sky_hdr_compressed_rgbs_ps20b.inc"
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#include "convar.h"
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static ConVar mat_use_compressed_hdr_textures( "mat_use_compressed_hdr_textures", "1" );
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DEFINE_FALLBACK_SHADER( Sky, Sky_HDR_DX9 )
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BEGIN_VS_SHADER( Sky_HDR_DX9, "Help for Sky_HDR_DX9 shader" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( HDRBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "base texture when running with HDR enabled" )
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SHADER_PARAM( HDRCOMPRESSEDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "base texture (compressed) for hdr compression method A" )
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SHADER_PARAM( HDRCOMPRESSEDTEXTURE0, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture0 for hdr compression method B" )
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SHADER_PARAM( HDRCOMPRESSEDTEXTURE1, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture1 for hdr compression method B" )
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SHADER_PARAM( HDRCOMPRESSEDTEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "compressed base texture2 for hdr compression method B" )
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_VEC3, "[ 1 1 1]", "color multiplier", SHADER_PARAM_NOT_EDITABLE )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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return "Sky_DX9";
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}
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NOFOG );
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SET_FLAGS( MATERIAL_VAR_IGNOREZ );
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}
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SHADER_INIT
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{
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// First figure out if sampler zero wants to be sRGB
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int nSamplerZeroFlags = 0;
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if ( (params[HDRCOMPRESSEDTEXTURE]->IsDefined()) && mat_use_compressed_hdr_textures.GetBool() )
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{
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nSamplerZeroFlags = 0;
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}
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else
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{
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if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined())
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{
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nSamplerZeroFlags = 0;
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}
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else
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{
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nSamplerZeroFlags = TEXTUREFLAGS_SRGB;
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if ( params[HDRBASETEXTURE]->IsDefined() && params[HDRBASETEXTURE]->IsTexture() )
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{
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ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ( ( fmt == IMAGE_FORMAT_RGBA16161616F ) || ( fmt == IMAGE_FORMAT_RGBA16161616 ) )
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{
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nSamplerZeroFlags = 0;
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}
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}
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}
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}
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// Next, figure out which texture will be on sampler zero
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int nSampler0 = HDRCOMPRESSEDTEXTURE;
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if ( params[HDRCOMPRESSEDTEXTURE]->IsDefined() && mat_use_compressed_hdr_textures.GetBool() )
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{
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nSampler0 = HDRCOMPRESSEDTEXTURE;
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}
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else
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{
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if ( params[HDRCOMPRESSEDTEXTURE0]->IsDefined() )
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{
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nSampler0 = HDRCOMPRESSEDTEXTURE0;
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}
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else
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{
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nSampler0 = HDRBASETEXTURE;
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}
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}
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// Load the appropriate textures, making sure that the texture set on sampler 0 is sRGB if necessary
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if ( params[HDRCOMPRESSEDTEXTURE]->IsDefined() && (mat_use_compressed_hdr_textures.GetBool() ) )
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{
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LoadTexture( HDRCOMPRESSEDTEXTURE, HDRCOMPRESSEDTEXTURE == nSampler0 ? nSamplerZeroFlags : 0 );
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}
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else
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{
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if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined())
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{
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LoadTexture( HDRCOMPRESSEDTEXTURE0, HDRCOMPRESSEDTEXTURE0 == nSampler0 ? nSamplerZeroFlags : 0 );
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if ( params[HDRCOMPRESSEDTEXTURE1]->IsDefined() )
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{
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LoadTexture( HDRCOMPRESSEDTEXTURE1, HDRCOMPRESSEDTEXTURE1 == nSampler0 ? nSamplerZeroFlags : 0 );
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}
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if ( params[HDRCOMPRESSEDTEXTURE2]->IsDefined())
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{
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LoadTexture( HDRCOMPRESSEDTEXTURE2, HDRCOMPRESSEDTEXTURE2 == nSampler0 ? nSamplerZeroFlags : 0 );
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}
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}
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else
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{
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if ( params[HDRBASETEXTURE]->IsDefined() )
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{
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LoadTexture( HDRBASETEXTURE, HDRBASETEXTURE == nSampler0 ? nSamplerZeroFlags : 0 );
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}
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}
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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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SetInitialShadowState();
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// pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
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DECLARE_STATIC_VERTEX_SHADER( sky_vs20 );
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SET_STATIC_VERTEX_SHADER( sky_vs20 );
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if ( (params[HDRCOMPRESSEDTEXTURE]->IsDefined()) &&
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mat_use_compressed_hdr_textures.GetBool() )
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{
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b );
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SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 );
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SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 );
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}
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}
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else
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{
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if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER1,false);
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER2,false);
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20b );
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SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20 );
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SET_STATIC_PIXEL_SHADER( sky_hdr_compressed_ps20 );
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}
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}
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else
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{
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ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if ((fmt==IMAGE_FORMAT_RGBA16161616F) || (fmt==IMAGE_FORMAT_RGBA16161616))
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,false);
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else
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER0,true);
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_ps20b );
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SET_STATIC_PIXEL_SHADER( sky_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sky_ps20 );
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SET_STATIC_PIXEL_SHADER( sky_ps20 );
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}
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}
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}
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// we are writing linear values from this shader.
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( true );
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( sky_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sky_vs20 );
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// Texture coord transform
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BASETEXTURETRANSFORM );
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float c0[4]={1,1,1,1};
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if (params[COLOR]->IsDefined())
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{
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memcpy(c0,params[COLOR]->GetVecValue(),3*sizeof(float));
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}
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if (
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params[HDRCOMPRESSEDTEXTURE]->IsDefined() &&
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mat_use_compressed_hdr_textures.GetBool()
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)
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{
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// set up data needs for pixel shader interpolation
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ITexture *txtr=params[HDRCOMPRESSEDTEXTURE]->GetTextureValue();
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float w=txtr->GetActualWidth();
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float h=txtr->GetActualHeight();
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float FUDGE=0.01/max(w,h); // per ATI
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float c1[4]={0.5/w-FUDGE, 0.5/h-FUDGE, w, h };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
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BindTexture( SHADER_SAMPLER0, HDRCOMPRESSEDTEXTURE, FRAME );
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c0[0]*=8.0;
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c0[1]*=8.0;
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c0[2]*=8.0;
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_rgbs_ps20 );
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}
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}
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else
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{
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float c1[4]={0,0,0,0};
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, c1);
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if (params[HDRCOMPRESSEDTEXTURE0]->IsDefined() )
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{
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BindTexture( SHADER_SAMPLER0, HDRCOMPRESSEDTEXTURE0, FRAME );
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BindTexture( SHADER_SAMPLER1, HDRCOMPRESSEDTEXTURE1, FRAME );
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BindTexture( SHADER_SAMPLER2, HDRCOMPRESSEDTEXTURE2, FRAME );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sky_hdr_compressed_ps20 );
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}
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, HDRBASETEXTURE, FRAME );
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ITexture *txtr=params[HDRBASETEXTURE]->GetTextureValue();
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ImageFormat fmt=txtr->GetImageFormat();
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if (
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(fmt==IMAGE_FORMAT_RGBA16161616) ||
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( (fmt==IMAGE_FORMAT_RGBA16161616F) &&
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(g_pHardwareConfig->GetHDRType()==HDR_TYPE_INTEGER))
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)
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{
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c0[0]*=16.0;
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c0[1]*=16.0;
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c0[2]*=16.0;
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( sky_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sky_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sky_ps20 );
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}
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}
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}
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pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
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}
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Draw( );
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}
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END_SHADER
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