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shaderapidx11
use -dxlevel 110 to use it
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161
materialsystem/stdshadersdx11/decalmodulate_dx11.cpp
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161
materialsystem/stdshadersdx11/decalmodulate_dx11.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 "shader_register_map.h"
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#include "vertexlitgeneric_dx11_helper.h"
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#include "vertexlit_and_unlit_generic_vs40.inc"
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#include "decalmodulate_ps40.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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DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX11 )
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//extern ConVar r_flashlight_version2;
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BEGIN_VS_SHADER( DecalModulate_dx11,
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"Help for DecalModulate_dx11" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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DECLARE_CONSTANT_BUFFER( VertexLitGeneric )
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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#ifndef _X360
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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// The vertex shader uses the vertex id stream
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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#endif
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_INIT_GLOBAL
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{
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INIT_CONSTANT_BUFFER( VertexLitGeneric );
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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->EnableAlphaTest( true );
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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SetInternalVertexShaderConstantBuffers();
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SetVertexShaderConstantBuffer( USER_CBUFFER_REG_0, CONSTANT_BUFFER( VertexLitGeneric ) );
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SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERSCENE );
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SetPixelShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME );
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SetPixelShaderConstantBuffer( 2, CONSTANT_BUFFER( VertexLitGeneric ) );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
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pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey
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FogToGrey();
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DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false );
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SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false );
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SET_STATIC_VERTEX_SHADER_COMBO( WRINKLEMAP, false );
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SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
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DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps40 );
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SET_STATIC_PIXEL_SHADER( decalmodulate_ps40 );
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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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#ifndef _X360
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// The VS30 shader offsets decals along the normal (for morphed geom)
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flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0;
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#endif
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int pTexCoordDim[3] = { 2, 0, 3 };
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int nTexCoordCount = 1;
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int userDataSize = 0;
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#ifndef _X360
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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nTexCoordCount = 3;
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}
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#endif
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
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}
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DYNAMIC_STATE
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{
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//if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) )
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//{
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// // Don't draw anything for the flashlight pass
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// Draw( false );
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// return;
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//}
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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VertexLitGeneric_CBuffer_t constants;
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memset( &constants, 0, sizeof( VertexLitGeneric_CBuffer_t ) );
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constants.cBaseTextureTransform[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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constants.cBaseTextureTransform[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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SetHWMorphVertexShaderState( constants.cMorphDimensions, constants.cMorphSubrect, SHADER_VERTEXTEXTURE_SAMPLER0 );
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pShaderAPI->GetFogParamsAndColor( constants.g_FogParams.Base(), constants.g_FogColor.Base() );
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UPDATE_CONSTANT_BUFFER( VertexLitGeneric, constants );
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MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, 0 ); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false );
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SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
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DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps40 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps40 );
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bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() };
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pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
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}
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Draw();
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}
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END_SHADER
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