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Revert "materialsystem/shaderapidx9: restore shaders from source-sdk-2013"
This reverts commit cca56d5a6f.
This commit is contained in:
@@ -225,17 +225,6 @@ BEGIN_VS_SHADER( Water_DX90,
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Vector4D Scroll1;
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
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NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
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if ( params[NORMALMAP]->IsTexture() && g_pHardwareConfig->SupportsNormalMapCompression() )
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{
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ITexture *pNormalMap = params[NORMALMAP]->GetTextureValue();
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if ( pNormalMap )
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{
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// Clamp this to 0 or 1 since that's how we've authored the water shader (i.e. no separate alpha map/channel)
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nNormalDecodeMode = pNormalMap->GetNormalDecodeMode() == NORMAL_DECODE_NONE ? NORMAL_DECODE_NONE : NORMAL_DECODE_ATI2N;
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}
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}
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DECLARE_STATIC_VERTEX_SHADER( water_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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@@ -253,7 +242,7 @@ BEGIN_VS_SHADER( Water_DX90,
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( BLURRY_REFRACT, params[BLURREFRACT]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( water_ps20b );
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}
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else
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@@ -264,7 +253,7 @@ BEGIN_VS_SHADER( Water_DX90,
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SET_STATIC_PIXEL_SHADER_COMBO( ABOVEWATER, params[ABOVEWATER]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( water_ps20 );
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}
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@@ -419,17 +408,6 @@ BEGIN_VS_SHADER( Water_DX90,
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int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
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if ( params[NORMALMAP]->IsTexture() && g_pHardwareConfig->SupportsNormalMapCompression() )
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{
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ITexture *pNormalMap = params[NORMALMAP]->GetTextureValue();
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if ( pNormalMap )
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{
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// Clamp this to 0 or 1 since that's how we've authored the water shader (i.e. no separate alpha map/channel)
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nNormalDecodeMode = pNormalMap->GetNormalDecodeMode() == NORMAL_DECODE_NONE ? NORMAL_DECODE_NONE : NORMAL_DECODE_ATI2N;
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}
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}
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DECLARE_STATIC_VERTEX_SHADER( watercheap_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( BLEND, bBlend && bRefraction );
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SET_STATIC_VERTEX_SHADER( watercheap_vs20 );
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@@ -444,7 +422,7 @@ BEGIN_VS_SHADER( Water_DX90,
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Vector4D Scroll1;
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( watercheap_ps20b );
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}
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else
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@@ -457,7 +435,7 @@ BEGIN_VS_SHADER( Water_DX90,
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Vector4D Scroll1;
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params[SCROLL1]->GetVecValue( Scroll1.Base(), 4 );
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SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE,fabs(Scroll1.x) > 0.0);
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
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SET_STATIC_PIXEL_SHADER( watercheap_ps20 );
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}
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@@ -488,9 +466,9 @@ BEGIN_VS_SHADER( Water_DX90,
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float cheapWaterEndDistance = params[CHEAPWATERENDDISTANCE]->GetFloatValue();
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float cheapWaterParams[4] =
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{
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cheapWaterStartDistance * VSHADER_VECT_SCALE,
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cheapWaterEndDistance * VSHADER_VECT_SCALE,
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PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance ),
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(float)(cheapWaterStartDistance * VSHADER_VECT_SCALE),
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(float)(cheapWaterEndDistance * VSHADER_VECT_SCALE),
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(float)(PSHADER_VECT_SCALE / ( cheapWaterEndDistance - cheapWaterStartDistance )),
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cheapWaterStartDistance / ( cheapWaterEndDistance - cheapWaterStartDistance ),
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};
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pShaderAPI->SetPixelShaderConstant( 1, cheapWaterParams );
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