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Port Redeemer PBR
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84
materialsystem/stdshaders/VertexlitPBR_dx9.cpp
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84
materialsystem/stdshaders/VertexlitPBR_dx9.cpp
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Example shader that can be applied to models
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//
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//==================================================================================================
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "vertexlitpbr_dx9_helper.h"
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#ifdef STDSHADER
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BEGIN_VS_SHADER(VertexLitPBR,
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"Help for VertexLitPBR")
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#else
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BEGIN_VS_SHADER(VertexLitPBR,
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"Help for VertexLitPBR")
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#endif
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BEGIN_SHADER_PARAMS
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SHADER_PARAM(ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "")
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SHADER_PARAM(ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap")
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SHADER_PARAM(BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map")
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SHADER_PARAM(BRDF, SHADER_PARAM_TYPE_TEXTURE, "models/PBRTest/BRDF", "")
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SHADER_PARAM(NOISE, SHADER_PARAM_TYPE_TEXTURE, "shaders/bluenoise", "")
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SHADER_PARAM(ROUGHNESS, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(METALLIC, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(AO, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(EMISSIVE, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(LIGHTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "lightmap texture--will be bound by the engine")
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SHADER_PARAM(USESMOOTHNESS, SHADER_PARAM_TYPE_BOOL, "0", "Invert roughness")
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END_SHADER_PARAMS
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void SetupVars(VertexLitPBR_DX9_Vars_t& info)
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{
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nBaseTextureFrame = FRAME;
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nAlphaTestReference = ALPHATESTREFERENCE;
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info.m_nRoughness = ROUGHNESS;
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info.m_nMetallic = METALLIC;
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info.m_nAO = AO;
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info.m_nEmissive = EMISSIVE;
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info.m_nEnvmap = ENVMAP;
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info.m_nBumpmap = BUMPMAP;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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info.m_nBRDF = BRDF;
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info.m_nUseSmoothness = USESMOOTHNESS;
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info.m_nLightmap = LIGHTMAP;
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}
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SHADER_INIT_PARAMS()
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{
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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InitParamsVertexLitPBR_DX9(this, params, pMaterialName, info);
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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_INIT
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{
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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InitVertexLitPBR_DX9(this, params, info);
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}
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SHADER_DRAW
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{
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bool hasFlashlight = UsingFlashlight(params);
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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DrawVertexLitPBR_DX9(this, params, pShaderAPI, pShaderShadow, hasFlashlight, info, vertexCompression, pContextDataPtr);
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}
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END_SHADER
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