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Update from SDK 2013
This commit is contained in:

committed by
Nicholas Hastings

parent
e0e01948b8
commit
ebd971b421
802
materialsystem/stdshaders/lightmappedgeneric_dx8.cpp
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802
materialsystem/stdshaders/lightmappedgeneric_dx8.cpp
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@ -0,0 +1,802 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Lightmap only shader
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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 "lightmappedgeneric_vs11.inc"
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#include "unlitgeneric_vs11.inc"
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#include "worldvertextransition_seamless.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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static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
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DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX8 )
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BEGIN_VS_SHADER( LightmappedGeneric_DX8,
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"Help for LightmappedGeneric_DX8" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "amount of detail texture to apply" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
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SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_INTEGER, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_BOOL, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
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SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." )
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
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END_SHADER_PARAMS
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virtual bool ShouldUseBumpmapping( IMaterialVar **params )
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{
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return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined();
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}
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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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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
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if( ShouldUseBumpmapping( params ) && params[ALBEDO]->IsDefined() &&
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params[BASETEXTURE]->IsDefined() &&
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!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
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{
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params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
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}
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if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
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{
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if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
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{
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Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
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params[ENVMAP]->SetUndefined();
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}
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}
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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{
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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}
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[SELFILLUMTINT]->IsDefined() )
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{
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[DETAILSCALE]->IsDefined() )
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{
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params[DETAILSCALE]->SetFloatValue( 4.0f );
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}
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if( !params[DETAILBLENDFACTOR]->IsDefined() )
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{
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params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f );
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}
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if( !params[FRESNELREFLECTION]->IsDefined() )
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{
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params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
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}
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if( !params[ENVMAPMASKFRAME]->IsDefined() )
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{
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params[ENVMAPMASKFRAME]->SetIntValue( 0 );
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}
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if( !params[ENVMAPFRAME]->IsDefined() )
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{
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params[ENVMAPFRAME]->SetIntValue( 0 );
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}
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if( !params[BUMPFRAME]->IsDefined() )
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{
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params[BUMPFRAME]->SetIntValue( 0 );
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}
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if( !params[ENVMAPCONTRAST]->IsDefined() )
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{
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
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}
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if( !params[ENVMAPSATURATION]->IsDefined() )
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{
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
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}
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if( !params[ALPHATESTREFERENCE]->IsDefined() )
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{
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params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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if( ShouldUseBumpmapping( params ) && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
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}
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// Get rid of the envmap if it's optional for this dx level.
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if( params[ENVMAPOPTIONAL]->IsDefined() && (params[ENVMAPOPTIONAL]->GetIntValue() > g_pHardwareConfig->GetDXSupportLevel()) )
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{
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params[ENVMAP]->SetUndefined();
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}
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// If mat_specular 0, then get rid of envmap
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if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
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{
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params[ENVMAP]->SetUndefined();
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}
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if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
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{
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if( params[BUMPMAP]->IsDefined() )
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{
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Warning( "Can't use $bumpmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $bumpmap: %s\n", pMaterialName );
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params[BUMPMAP]->SetUndefined();
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}
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if( params[ENVMAP]->IsDefined() )
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{
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Warning( "Can't use $envmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $envmap: %s\n", pMaterialName );
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params[ENVMAP]->SetUndefined();
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}
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}
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if ( !params[SEAMLESS_SCALE]->IsDefined() )
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{
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// zero means don't do seamless mapping.
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params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
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}
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// Get rid of envmap if we aren't using bumpmapping
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// *and* we have normalmapalphaenvmapmask *and* we don't have envmapmask elsewhere
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if ( params[ENVMAP]->IsDefined() && params[BUMPMAP]->IsDefined() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) && !ShouldUseBumpmapping( params ) )
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{
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if ( !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) && !params[ENVMAPMASK]->IsDefined() )
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{
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params[ENVMAP]->SetUndefined();
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}
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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 "LightmappedGeneric_DX6";
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if ( IsPC() && g_pHardwareConfig->PreferReducedFillrate() )
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return "LightmappedGeneric_NoBump_DX8";
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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if( ShouldUseBumpmapping( params ) )
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{
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LoadBumpMap( BUMPMAP );
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}
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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LoadCubeMap( ENVMAP );
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else
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LoadTexture( ENVMAP );
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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if (params[ENVMAPMASK]->IsDefined())
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LoadTexture( ENVMAPMASK );
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}
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if( ShouldUseBumpmapping( params ) )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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}
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#ifndef USE_HLSL_PIXEL_SHADERS
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inline const char *GetPixelShaderName( IMaterialVar** params, bool bBumpedEnvMap )
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{
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static char const* s_pPixelShaders[] =
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{
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// Unmasked
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"LightmappedGeneric_EnvMapV2",
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"LightmappedGeneric_SelfIlluminatedEnvMapV2",
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"LightmappedGeneric_BaseAlphaMaskedEnvMapV2",
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"LightmappedGeneric_SelfIlluminatedEnvMapV2",
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// Env map mask
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"LightmappedGeneric_MaskedEnvMapV2",
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"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
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"LightmappedGeneric_MaskedEnvMapV2",
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"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
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};
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if (!params[BASETEXTURE]->IsTexture())
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{
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if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
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{
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if (!params[ENVMAPMASK]->IsDefined() )
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{
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return "LightmappedGeneric_EnvmapNoTexture";
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}
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else
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{
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return "LightmappedGeneric_MaskedEnvmapNoTexture";
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}
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}
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else
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{
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return "LightmappedGeneric_NoTexture";
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}
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}
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else
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{
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if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
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{
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int pshIndex = 0;
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
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pshIndex |= 0x1;
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if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
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pshIndex |= 0x2;
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if (params[ENVMAPMASK]->IsTexture())
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pshIndex |= 0x4;
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return s_pPixelShaders[pshIndex];
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}
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else
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{
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
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return "LightmappedGeneric_SelfIlluminated";
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else
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return "LightmappedGeneric";
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}
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}
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}
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#endif
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void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
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{
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bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap;
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bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE );
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bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE );
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if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap )
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{
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SHADOW_STATE
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{
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// Alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
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}
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// Base texture on stage 0
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if (params[BASETEXTURE]->IsTexture())
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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}
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// Lightmap on stage 1
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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if ( hasEnvmap )
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{
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fmt |= VERTEX_NORMAL;
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// envmap on stage 2
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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// envmapmask on stage 3
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if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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}
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}
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if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap)
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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else
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{
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SetDefaultBlendingShadowState( ENVMAPMASK, false );
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}
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
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{
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fmt |= VERTEX_COLOR;
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}
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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lightmappedgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( hasEnvmap );
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vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace );
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vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere );
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vshIndex.SetVERTEXCOLOR( hasVertexColor );
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pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
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const char *pshName = GetPixelShaderName( params, bBumpedEnvMap );
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pShaderShadow->SetPixelShader( pshName );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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if (hasBaseTexture)
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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if ( hasEnvmap )
|
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{
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BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
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||||
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
|
||||
{
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||||
if (params[ENVMAPMASK]->IsTexture() )
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BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
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else
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BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
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}
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||||
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if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
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IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
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||||
{
|
||||
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
|
||||
}
|
||||
SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
|
||||
}
|
||||
|
||||
if ( !hasEnvmap || hasBaseTexture || hasVertexColor )
|
||||
{
|
||||
SetModulationVertexShaderDynamicState();
|
||||
}
|
||||
EnablePixelShaderOverbright( 0, true, true );
|
||||
SetPixelShaderConstant( 1, SELFILLUMTINT );
|
||||
|
||||
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
|
||||
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
|
||||
if ( bBumpedEnvMap )
|
||||
{
|
||||
DrawWorldBumpedSpecularLighting(
|
||||
BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
|
||||
ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
|
||||
BUMPTRANSFORM, FRESNELREFLECTION,
|
||||
hasEnvmap || hasBaseTexture || hasVertexColor );
|
||||
}
|
||||
}
|
||||
|
||||
void DrawDetailNoEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doSelfIllum )
|
||||
{
|
||||
SHADOW_STATE
|
||||
{
|
||||
// Alpha test
|
||||
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
|
||||
|
||||
// Base texture on stage 0
|
||||
if (params[BASETEXTURE]->IsTexture())
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
|
||||
// Lightmap on stage 1
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
|
||||
// Detail on stage 2
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
|
||||
int fmt = VERTEX_POSITION;
|
||||
|
||||
SetDefaultBlendingShadowState( BASETEXTURE, true );
|
||||
|
||||
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
|
||||
fmt |= VERTEX_COLOR;
|
||||
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
|
||||
|
||||
lightmappedgeneric_vs11_Static_Index vshIndex;
|
||||
vshIndex.SetDETAIL( true );
|
||||
vshIndex.SetENVMAP( false );
|
||||
vshIndex.SetENVMAPCAMERASPACE( false );
|
||||
vshIndex.SetENVMAPSPHERE( false );
|
||||
vshIndex.SetVERTEXCOLOR( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
|
||||
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
|
||||
|
||||
if (!params[BASETEXTURE]->IsTexture())
|
||||
{
|
||||
pShaderShadow->SetPixelShader("LightmappedGeneric_DetailNoTexture");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || (!doSelfIllum))
|
||||
{
|
||||
pShaderShadow->SetPixelShader("LightmappedGeneric_Detail");
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderShadow->SetPixelShader("LightmappedGeneric_DetailSelfIlluminated");
|
||||
}
|
||||
}
|
||||
DefaultFog();
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
if (params[BASETEXTURE]->IsTexture())
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||||
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
|
||||
}
|
||||
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
|
||||
|
||||
BindTexture( SHADER_SAMPLER2, DETAIL, FRAME );
|
||||
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
|
||||
|
||||
SetModulationVertexShaderDynamicState();
|
||||
EnablePixelShaderOverbright( 0, true, true );
|
||||
|
||||
if (doSelfIllum)
|
||||
{
|
||||
SetPixelShaderConstant( 1, SELFILLUMTINT );
|
||||
}
|
||||
float c2[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
c2[0] = c2[1] = c2[2] = c2[3] = params[DETAILBLENDFACTOR]->GetFloatValue();
|
||||
pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
|
||||
|
||||
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
|
||||
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
|
||||
inline const char *GetAdditiveEnvmapPixelShaderName( bool usingMask,
|
||||
bool usingBaseTexture, bool usingBaseAlphaEnvmapMask )
|
||||
{
|
||||
static char const* s_pPixelShaders[] =
|
||||
{
|
||||
"LightmappedGeneric_AddEnvmapNoTexture",
|
||||
"LightmappedGeneric_AddEnvmapMaskNoTexture",
|
||||
};
|
||||
|
||||
if ( !usingMask && usingBaseTexture && usingBaseAlphaEnvmapMask )
|
||||
return "LightmappedGeneric_AddBaseAlphaMaskedEnvMap";
|
||||
|
||||
int pshIndex = 0;
|
||||
if (usingMask)
|
||||
pshIndex |= 0x1;
|
||||
return s_pPixelShaders[pshIndex];
|
||||
}
|
||||
|
||||
void DrawAdditiveEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
|
||||
{
|
||||
bool usingBaseTexture = params[BASETEXTURE]->IsTexture();
|
||||
bool usingMask = params[ENVMAPMASK]->IsTexture();
|
||||
bool usingBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
|
||||
SHADOW_STATE
|
||||
{
|
||||
// Alpha test
|
||||
pShaderShadow->EnableAlphaTest( false );
|
||||
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
|
||||
|
||||
// envmap on stage 2
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
|
||||
// envmapmask on stage 3
|
||||
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
|
||||
{
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||||
}
|
||||
|
||||
if (params[BASETEXTURE]->IsTexture())
|
||||
{
|
||||
SetAdditiveBlendingShadowState( BASETEXTURE, true );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetAdditiveBlendingShadowState( ENVMAPMASK, false );
|
||||
}
|
||||
|
||||
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
|
||||
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
||||
|
||||
// Compute the vertex shader index.
|
||||
lightmappedgeneric_vs11_Static_Index vshIndex;
|
||||
vshIndex.SetDETAIL( false );
|
||||
vshIndex.SetENVMAP( true );
|
||||
vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) );
|
||||
vshIndex.SetENVMAPSPHERE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) );
|
||||
vshIndex.SetVERTEXCOLOR( false );
|
||||
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
|
||||
|
||||
const char *pshName = GetAdditiveEnvmapPixelShaderName( usingMask,
|
||||
usingBaseTexture, usingBaseAlphaEnvmapMask );
|
||||
pShaderShadow->SetPixelShader( pshName );
|
||||
FogToBlack();
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
|
||||
|
||||
if (usingMask || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
|
||||
{
|
||||
if (usingMask)
|
||||
BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
|
||||
else
|
||||
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
|
||||
|
||||
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
|
||||
}
|
||||
|
||||
SetPixelShaderConstant( 2, ENVMAPTINT );
|
||||
|
||||
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
|
||||
{
|
||||
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
|
||||
}
|
||||
|
||||
SetModulationVertexShaderDynamicState();
|
||||
|
||||
// Compute the vertex shader index.
|
||||
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
|
||||
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
|
||||
void DrawDetailMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
|
||||
{
|
||||
// Mode 1 :
|
||||
// Pass 1 : B * L * D + Self Illum
|
||||
// Pass 2 : Add E * M
|
||||
|
||||
// Draw the detail w/ no envmap
|
||||
DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, true );
|
||||
|
||||
if ( !bBumpedEnvMap )
|
||||
{
|
||||
DrawAdditiveEnvmap( params, pShaderAPI, pShaderShadow );
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawWorldBumpedSpecularLighting(
|
||||
BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
|
||||
ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
|
||||
BUMPTRANSFORM, FRESNELREFLECTION,
|
||||
true );
|
||||
}
|
||||
}
|
||||
|
||||
void DrawDetailUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
|
||||
{
|
||||
// We don't have enough textures; gotta do this in two passes if there's envmapping
|
||||
if (!params[ENVMAP]->IsTexture())
|
||||
{
|
||||
DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!params[BASETEXTURE]->IsTexture())
|
||||
{
|
||||
// If there's an envmap but no base texture, ignore detail
|
||||
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawDetailMode1( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DrawUnbumpedSeamlessUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
|
||||
{
|
||||
// This is the seamless_scale version, which doesn't use $detail or $bumpmap
|
||||
SHADOW_STATE
|
||||
{
|
||||
// three copies of the base texture for seamless blending
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
||||
|
||||
// lightmap
|
||||
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
||||
|
||||
int fmt = VERTEX_POSITION;
|
||||
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
|
||||
|
||||
worldvertextransition_seamless_Static_Index vshIndex;
|
||||
pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
|
||||
|
||||
int pshIndex = 0;
|
||||
pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
|
||||
|
||||
FogToFogColor();
|
||||
}
|
||||
DYNAMIC_STATE
|
||||
{
|
||||
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
||||
// Texture 0..2
|
||||
if( bLightingOnly )
|
||||
{
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
|
||||
}
|
||||
else
|
||||
{
|
||||
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
|
||||
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
|
||||
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
|
||||
}
|
||||
|
||||
// Texture 3 = lightmap
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
|
||||
|
||||
EnablePixelShaderOverbright( 0, true, true );
|
||||
|
||||
float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue();
|
||||
float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale };
|
||||
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
|
||||
|
||||
worldvertextransition_seamless_Dynamic_Index vshIndex;
|
||||
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
||||
}
|
||||
Draw();
|
||||
}
|
||||
|
||||
SHADER_DRAW
|
||||
{
|
||||
bool hasFlashlight = UsingFlashlight( params );
|
||||
bool bBump = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() &&
|
||||
(params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
|
||||
bool bSSBump = bBump && ( params[SSBUMP]->GetIntValue() != 0 );
|
||||
|
||||
if( hasFlashlight )
|
||||
{
|
||||
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
|
||||
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
|
||||
}
|
||||
else if( bBump )
|
||||
{
|
||||
DrawWorldBumpedUsingVertexShader(
|
||||
BASETEXTURE, BASETEXTURETRANSFORM,
|
||||
BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP,
|
||||
ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION,
|
||||
false, -1, -1, -1, bSSBump );
|
||||
}
|
||||
else
|
||||
{
|
||||
bool bBumpedEnvMap = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() && params[ENVMAP]->IsTexture();
|
||||
if (!params[DETAIL]->IsTexture())
|
||||
{
|
||||
if( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
|
||||
{
|
||||
DrawUnbumpedSeamlessUsingVertexShader( params, pShaderAPI, pShaderShadow );
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawDetailUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
|
||||
}
|
||||
}
|
||||
}
|
||||
END_SHADER
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Version that doesn't do bumpmapping
|
||||
//-----------------------------------------------------------------------------
|
||||
BEGIN_INHERITED_SHADER( LightmappedGeneric_NoBump_DX8, LightmappedGeneric_DX8,
|
||||
"Help for LightmappedGeneric_NoBump_DX8" )
|
||||
|
||||
SHADER_FALLBACK
|
||||
{
|
||||
if (g_pHardwareConfig->GetDXSupportLevel() < 80)
|
||||
return "LightmappedGeneric_DX6";
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
virtual bool ShouldUseBumpmapping( IMaterialVar **params )
|
||||
{
|
||||
if ( !g_pConfig->UseBumpmapping() )
|
||||
return false;
|
||||
|
||||
if ( !params[BUMPMAP]->IsDefined() )
|
||||
return false;
|
||||
|
||||
return ( params[FORCEBUMP]->GetIntValue() != 0 );
|
||||
}
|
||||
|
||||
END_INHERITED_SHADER
|
Reference in New Issue
Block a user