Initial Mapbase commit (squashed from mapbase-beta)

This commit is contained in:
Blixibon
2019-08-31 19:28:20 +00:00
parent 0d8dceea43
commit 3d464bc051
816 changed files with 105527 additions and 957 deletions

View File

@@ -7,32 +7,32 @@
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "teeth_vs20.inc"
#include "teeth_flashlight_vs20.inc"
#include "teeth_bump_vs20.inc"
#include "teeth_ps20.inc"
#include "teeth_ps20b.inc"
#include "teeth_flashlight_ps20.inc"
#include "teeth_flashlight_ps20b.inc"
#include "teeth_bump_ps20.inc"
#include "teeth_bump_ps20b.inc"
#include "sdk_teeth_vs20.inc"
#include "sdk_teeth_flashlight_vs20.inc"
#include "sdk_teeth_bump_vs20.inc"
#include "sdk_teeth_ps20.inc"
#include "sdk_teeth_ps20b.inc"
#include "sdk_teeth_flashlight_ps20.inc"
#include "sdk_teeth_flashlight_ps20b.inc"
#include "sdk_teeth_bump_ps20.inc"
#include "sdk_teeth_bump_ps20b.inc"
#ifndef _X360
#include "teeth_vs30.inc"
#include "teeth_ps30.inc"
#include "teeth_bump_vs30.inc"
#include "teeth_bump_ps30.inc"
#include "teeth_flashlight_vs30.inc"
#include "teeth_flashlight_ps30.inc"
#include "sdk_teeth_vs30.inc"
#include "sdk_teeth_ps30.inc"
#include "sdk_teeth_bump_vs30.inc"
#include "sdk_teeth_bump_ps30.inc"
#include "sdk_teeth_flashlight_vs30.inc"
#include "sdk_teeth_flashlight_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX9 )
DEFINE_FALLBACK_SHADER( SDK_Teeth, SDK_Teeth_DX9 )
extern ConVar r_flashlight_version2;
BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
BEGIN_VS_SHADER( SDK_Teeth_DX9, "Help for SDK_Teeth_DX9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
@@ -119,21 +119,21 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
// ps_2_b version which does phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
}
}
#ifndef _X360
@@ -142,12 +142,12 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
}
#endif
}
@@ -159,20 +159,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( teeth_vs20 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b );
SET_STATIC_PIXEL_SHADER( teeth_ps20b );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_ps20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
}
}
#ifndef _X360
@@ -181,12 +181,12 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_vs30 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 );
SET_STATIC_PIXEL_SHADER( teeth_ps30 );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
SET_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
}
#endif
}
@@ -233,13 +233,13 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_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( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
// ps_2_b version which does Phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
@@ -249,20 +249,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
}
}
#ifndef _X360
@@ -270,24 +270,24 @@ 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_bump_vs30 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_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( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
Vector4D vSpecExponent;
vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
}
#endif
}
@@ -302,27 +302,27 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_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( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
}
}
#ifndef _X360
@@ -330,19 +330,19 @@ 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_vs30 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_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( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 );
SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
}
#endif
}
@@ -396,20 +396,20 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b );
SET_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 );
DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
SET_STATIC_PIXEL_SHADER( sdk_teeth_flashlight_ps20 );
}
}
#ifndef _X360
@@ -418,13 +418,13 @@ BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" )
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
SET_STATIC_VERTEX_SHADER( sdk_teeth_flashlight_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 );
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