mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-11 20:11:33 +03:00
- Fixed path_track paths saving as pointers instead of handles - Fixed player animations not falling to base class correctly - Fixed logic_externaldata creating garbage in trailing spaces - Added "SetHandModelSkin" input - Added unique colors for various types of console message, adjustable via convars - Added the ability to use map-specific weapon scripts - Added a way to display (placeholder) text entirely from Faceposer scenes - Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines - Added the ability to change a game_text's font (very limited) - Added LightToggle input to point_spotlight - Added Enable/DisableSprites on npc_manhack - Added ai_goal_police behavior from metrocops to Combine soldiers and citizens - Added func_precipitation particle rain systems from the Alien Swarm SDK - Added new func_precipitation spawnflags for controlling behavior in particle types - Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on - Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs - Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed - Added key for custom logo font on env_credits scripts - Added SetSpeed and SetPushDir inputs for trigger_push - Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish - Added OnLostEnemy/Player support for npc_combine_camera - Added enhanced save/restore for the Response System, toggleable via convar - Added a convar which allows users to disable weapon autoswitching when picking up ammo - Split VScript base script into its own file - Added VScript descriptions for NPC squads and the manager class which handles them - Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP - Added VScript to VBSP with basic map file interfacing - Made some VScript documentation more clear due to deprecation of online documentation - Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation - Added VScript-driven custom weapons - Added clientside VScript scopes - Added a bunch of weapon-related VScript functions - Split a bunch of cluttered VScript stuff into different files - Added VScript functions for "following" entities/bonemerging - Added VScript functions for grenades - Added a few more VScript trigger functions - Added OnDeath hook for VScript - Fixed documentation for aliased functions in VScript - Fixed $bumpmask not working on SDK_LightmappedGeneric - Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake) - Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working - Added limited support for $envmapmask in the bumpmapping shader - Fixed more issues with parallax corrected cubemaps and instances - Made instance variable recursion consistent with VMFII
179 lines
8.9 KiB
C++
179 lines
8.9 KiB
C++
//========= Copyright 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 "convar.h"
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//#include "worldvertextransition_dx8_helper.h"
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#include "lightmappedgeneric_dx9_helper.h"
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DEFINE_FALLBACK_SHADER( SDK_WorldVertexTransition, SDK_WorldVertexTransition_DX9 )
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BEGIN_VS_SHADER( SDK_WorldVertexTransition_DX9, "Help for SDK_WorldVertexTransition" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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// detail (multi-) texturing
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
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SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
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SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
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#ifdef MAPBASE
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// This needs to be a SHADER_PARAM_TYPE_STRING so it isn't considered "defined" by default.
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SHADER_PARAM( BASETEXTURETRANSFORM2, SHADER_PARAM_TYPE_STRING, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$basetexture2 texcoord transform" )
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#endif
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SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
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"If this is 1, then when detail alpha=0, no base texture is blended and when "
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"detail alpha=1, you get detail*base*lightmap" )
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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" )
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SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" )
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SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
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SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" )
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SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
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SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
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SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
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SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
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SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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SHADER_PARAM( ENVMAPPARALLAX, SHADER_PARAM_TYPE_BOOL, "0", "Enables parallax correction code for env_cubemaps" )
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SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
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#endif
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END_SHADER_PARAMS
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void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
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{
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nBaseTextureFrame = FRAME;
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nAlbedo = ALBEDO;
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info.m_nSelfIllumTint = SELFILLUMTINT;
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info.m_nDetail = DETAIL;
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info.m_nDetailFrame = DETAILFRAME;
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info.m_nDetailScale = DETAILSCALE;
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info.m_nDetailTextureCombineMode = DETAILBLENDMODE;
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info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR;
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info.m_nDetailTint = DETAILTINT;
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info.m_nEnvmap = ENVMAP;
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info.m_nEnvmapFrame = ENVMAPFRAME;
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info.m_nEnvmapMask = ENVMAPMASK;
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info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
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info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
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info.m_nEnvmapTint = ENVMAPTINT;
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info.m_nBumpmap = BUMPMAP;
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info.m_nBumpFrame = BUMPFRAME;
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info.m_nBumpTransform = BUMPTRANSFORM;
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info.m_nEnvmapContrast = ENVMAPCONTRAST;
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info.m_nEnvmapSaturation = ENVMAPSATURATION;
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info.m_nFresnelReflection = FRESNELREFLECTION;
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info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING;
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info.m_nBumpmap2 = BUMPMAP2;
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info.m_nBumpFrame2 = BUMPFRAME2;
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info.m_nBaseTexture2 = BASETEXTURE2;
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info.m_nBaseTexture2Frame = FRAME2;
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#ifdef MAPBASE
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info.m_nBaseTexture2Transform = BASETEXTURETRANSFORM2;
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#endif
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info.m_nBumpTransform2 = BUMPTRANSFORM2;
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info.m_nBumpMask = BUMPMASK;
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info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP;
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info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP;
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info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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info.m_nLightWarpTexture = LIGHTWARPTEXTURE;
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info.m_nBlendModulateTexture = BLENDMODULATETEXTURE;
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info.m_nBlendMaskTransform = BLENDMASKTRANSFORM;
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info.m_nMaskedBlending = MASKEDBLENDING;
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info.m_nSelfShadowedBumpFlag = SSBUMP;
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info.m_nSeamlessMappingScale = SEAMLESS_SCALE;
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info.m_nAlphaTestReference = -1;
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info.m_nPhong = PHONG;
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info.m_nPhongBoost = PHONGBOOST;
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info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
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info.m_nPhongExponent = PHONGEXPONENT;
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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info.m_nEnvmapParallax = ENVMAPPARALLAX;
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info.m_nEnvmapParallaxObb1 = ENVMAPPARALLAXOBB1;
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info.m_nEnvmapParallaxObb2 = ENVMAPPARALLAXOBB2;
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info.m_nEnvmapParallaxObb3 = ENVMAPPARALLAXOBB3;
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info.m_nEnvmapOrigin = ENVMAPORIGIN;
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#endif
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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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return "WorldVertexTransition_DX8";
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return 0;
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}
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info );
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}
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SHADER_INIT
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitLightmappedGeneric_DX9( this, params, info );
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}
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SHADER_DRAW
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{
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, info, pContextDataPtr );
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}
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END_SHADER
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