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https://github.com/Gigaslav/HL2Overcharged.git
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259
materialsystem/stdshaders/worldvertexalpha.cpp
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259
materialsystem/stdshaders/worldvertexalpha.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 "WorldVertexAlpha.inc"
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#include "worldvertexalpha_ps20.inc"
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#include "worldvertexalpha_ps20b.inc"
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BEGIN_VS_SHADER( WorldVertexAlpha,
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"Help for WorldVertexAlpha" )
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BEGIN_SHADER_PARAMS
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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_LIGHTING_LIGHTMAP );
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SET_FLAGS2( MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA );
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}
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SHADER_INIT
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{
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// Load the base texture here!
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LoadTexture( BASETEXTURE );
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}
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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 "WorldVertexAlpha_DX8";
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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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if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
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{
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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// NOTE: This is the DX8, Non-Hammer version.
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SHADOW_STATE
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{
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// Base time lightmap (Need two texture stages)
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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worldvertexalpha_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "WorldVertexAlpha" );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// Bind the base texture (Stage0) and lightmap (Stage1)
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BindTexture( SHADER_SAMPLER0, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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EnablePixelShaderOverbright( 0, true, true );
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worldvertexalpha_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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else
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{
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// DX 9 version with HDR support
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// Pass 1
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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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// Base time lightmap (Need two texture stages)
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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pShaderShadow->EnableBlendingSeparateAlpha( true );
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_ALPHA );
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worldvertexalpha_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 );
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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}
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// Bind the base texture (Stage0) and lightmap (Stage1)
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BindTexture( SHADER_SAMPLER0, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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worldvertexalpha_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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}
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}
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Draw();
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// Pass 2
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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->EnableColorWrites( false );
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// Base time lightmap (Need two texture stages)
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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pShaderShadow->EnableBlendingSeparateAlpha( true );
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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worldvertexalpha_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 );
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SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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}
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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// Bind the base texture (Stage0) and lightmap (Stage1)
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BindTexture( SHADER_SAMPLER0, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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worldvertexalpha_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 );
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}
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}
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Draw();
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}
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}
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else
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{
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// NOTE: This is the DX7, Hammer version.
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
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pShaderShadow->EnableBlending( true );
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// Looks backwards, but this is done so that lightmap alpha = 1 when only
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// using 1 texture (needed for translucent displacements).
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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// Use vertex color for Hammer because it puts the blending alpha in the vertices.
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unsigned int colorFlag = 0;
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if( UsingEditor( params ) )
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{
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colorFlag |= SHADER_DRAW_COLOR;
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}
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pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 |
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SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER1, BASETEXTURE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
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}
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Draw();
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}
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}
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END_SHADER
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