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materialsystem/stdshaders/fillrate.cpp
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251
materialsystem/stdshaders/fillrate.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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#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
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#ifdef USE_NEW_SHADER
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#include "fillrate_vs11.inc"
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#include "fillrate_ps11.inc"
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#include "fillrate_vs20.inc"
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#include "fillrate_ps20.inc"
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#include "fillrate_ps20b.inc"
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#else
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#include "fillrate.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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BEGIN_VS_SHADER_FLAGS( Fillrate, "Help for Fillrate", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( PASSCOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "Number of passes for this material" )
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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->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs11 );
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps11 );
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}
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#else
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fillrate_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "fillrate" );
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#endif
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}
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DYNAMIC_STATE
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{
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int numPasses = params[PASSCOUNT]->GetIntValue();
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float color[4];
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if (g_pConfig->bMeasureFillRate)
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{
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// have to multiply by 2/255 since pixel shader constant are 1.7.
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// Will divide the 2 out in the pixel shader.
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color[0] = numPasses * ( 2.0f / 255.0f );
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}
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else
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{
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color[0] = ( 16 * numPasses ) * ( 2.0f / 255.0f );
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}
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color[1] = 0.0f;
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color[2] = 0.0f;
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color[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 );
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}
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#else
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fillrate_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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#endif
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs20 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20b );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps20 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( fillrate_vs11 );
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SET_STATIC_VERTEX_SHADER( fillrate_vs11 );
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DECLARE_STATIC_PIXEL_SHADER( fillrate_ps11 );
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SET_STATIC_PIXEL_SHADER( fillrate_ps11 );
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}
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#else
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fillrate_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "fillrate", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "fillrate" );
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#endif
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}
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DYNAMIC_STATE
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{
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float color[4] = { 0.0f, 0.05f, 0.05f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 0, color, 1 );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps20 );
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}
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}
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( fillrate_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( fillrate_ps11 );
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SET_DYNAMIC_PIXEL_SHADER( fillrate_ps11 );
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}
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#else
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fillrate_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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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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