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66
materialsystem/stdshaders/eyeglint_dx9.cpp
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66
materialsystem/stdshaders/eyeglint_dx9.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Run procedural glint generation inner loop in pixel shader
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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 "shaderlib/cshader.h"
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#include "eyeglint_vs20.inc"
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#include "eyeglint_ps20.inc"
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#include "eyeglint_ps20b.inc"
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DEFINE_FALLBACK_SHADER( EyeGlint, EyeGlint_dx9 )
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BEGIN_VS_SHADER( EyeGlint_dx9, "Help for EyeGlint" )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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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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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "Wireframe";
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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->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending
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int pTexCoords[3] = { 2, 2, 3 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, pTexCoords, 0 );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnableSRGBWrite( false ); // linear texture
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DECLARE_STATIC_VERTEX_SHADER( eyeglint_vs20 );
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SET_STATIC_VERTEX_SHADER( eyeglint_vs20 );
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SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint );
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 );
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SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint );
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}
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Draw();
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}
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END_SHADER
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