mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-17 20:10:21 +03:00
Initial Mapbase commit (squashed from mapbase-beta)
This commit is contained in:
@@ -7,32 +7,32 @@
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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#include "teeth_vs20.inc"
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#include "teeth_flashlight_vs20.inc"
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#include "teeth_bump_vs20.inc"
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#include "teeth_ps20.inc"
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#include "teeth_ps20b.inc"
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#include "teeth_flashlight_ps20.inc"
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#include "teeth_flashlight_ps20b.inc"
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#include "teeth_bump_ps20.inc"
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#include "teeth_bump_ps20b.inc"
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#include "sdk_teeth_vs20.inc"
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#include "sdk_teeth_flashlight_vs20.inc"
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#include "sdk_teeth_bump_vs20.inc"
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#include "sdk_teeth_ps20.inc"
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#include "sdk_teeth_ps20b.inc"
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#include "sdk_teeth_flashlight_ps20.inc"
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#include "sdk_teeth_flashlight_ps20b.inc"
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#include "sdk_teeth_bump_ps20.inc"
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#include "sdk_teeth_bump_ps20b.inc"
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#ifndef _X360
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#include "teeth_vs30.inc"
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#include "teeth_ps30.inc"
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#include "teeth_bump_vs30.inc"
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#include "teeth_bump_ps30.inc"
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#include "teeth_flashlight_vs30.inc"
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#include "teeth_flashlight_ps30.inc"
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#include "sdk_teeth_vs30.inc"
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#include "sdk_teeth_ps30.inc"
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#include "sdk_teeth_bump_vs30.inc"
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#include "sdk_teeth_bump_ps30.inc"
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#include "sdk_teeth_flashlight_vs30.inc"
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#include "sdk_teeth_flashlight_ps30.inc"
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#endif
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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( Teeth, Teeth_DX9 )
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DEFINE_FALLBACK_SHADER( SDK_Teeth, SDK_Teeth_DX9 )
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extern ConVar r_flashlight_version2;
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BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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BEGIN_VS_SHADER( SDK_Teeth_DX9, "Help for SDK_Teeth_DX9" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
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@@ -119,21 +119,21 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
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SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
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// ps_2_b version which does phong
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
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}
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}
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#ifndef _X360
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@@ -142,12 +142,12 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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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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DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
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SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
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SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
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}
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#endif
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}
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@@ -159,20 +159,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( teeth_vs20 );
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SET_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b );
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SET_STATIC_PIXEL_SHADER( teeth_ps20b );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 );
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SET_STATIC_PIXEL_SHADER( teeth_ps20 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
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}
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}
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#ifndef _X360
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@@ -181,12 +181,12 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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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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DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( teeth_vs30 );
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SET_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 );
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SET_STATIC_PIXEL_SHADER( teeth_ps30 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
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}
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#endif
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}
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@@ -233,13 +233,13 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
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// ps_2_b version which does Phong
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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@@ -249,20 +249,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
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}
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}
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#ifndef _X360
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@@ -270,24 +270,24 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 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( teeth_bump_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
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Vector4D vSpecExponent;
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vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
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}
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#endif
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}
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@@ -302,27 +302,27 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
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}
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}
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#ifndef _X360
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@@ -330,19 +330,19 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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{
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 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( teeth_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
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SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
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}
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#endif
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}
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@@ -396,20 +396,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
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DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
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SET_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
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SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
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SET_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
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}
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}
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#ifndef _X360
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@@ -418,13 +418,13 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
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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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||||
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||||
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
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||||
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
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||||
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
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||||
SET_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
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||||
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
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||||
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps30 );
|
||||
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
|
||||
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
|
||||
SET_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps30 );
|
||||
}
|
||||
#endif
|
||||
// On DX9, do sRGB
|
||||
@@ -504,24 +504,24 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
|
||||
if ( !g_pHardwareConfig->HasFastVertexTextures() )
|
||||
#endif
|
||||
{
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||||
SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
|
||||
|
||||
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
||||
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
|
||||
}
|
||||
else
|
||||
{
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
|
||||
}
|
||||
}
|
||||
#ifndef _X360
|
||||
@@ -529,17 +529,17 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
|
||||
{
|
||||
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||||
SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
|
||||
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
|
||||
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps30 );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
||||
SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
|
||||
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_flashlight_ps30 );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
Reference in New Issue
Block a user