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163
materialsystem/stdshaders/debugnormalmap.cpp
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163
materialsystem/stdshaders/debugnormalmap.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 "convar.h"
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#include "unlitgeneric_vs20.inc"
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#include "unlitgeneric_ps20.inc"
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#include "unlitgeneric_ps20b.inc"
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#if !defined( _X360 )
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#include "unlitgeneric_ps30.inc"
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#include "unlitgeneric_vs30.inc"
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#endif
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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_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
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BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "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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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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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_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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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | 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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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
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SET_STATIC_VERTEX_SHADER( unlitgeneric_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps30 );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_ps30 );
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}
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#endif
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}
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DYNAMIC_STATE
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{
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if ( params[BUMPMAP]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_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_COMBO( TESSELLATION, 0 );
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
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if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
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{
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pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
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bool bHasDisplacement = false; // TODO
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float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool()? 1.0f : 0.0f, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDDimensions );
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// JasonM - revisit this later...requires plumbing in a separate vertex texture param type??
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// bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
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// if( bHasDisplacement )
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// {
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// pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
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// }
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// else
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// {
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// pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, VERTEX_TEXTURE_BLACK );
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// }
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
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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_COMBO( TESSELLATION, nTessellationMode );
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SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps30 );
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}
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#endif
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}
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Draw();
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}
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END_SHADER
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