mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-17 20:10:21 +03:00
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
259 lines
7.5 KiB
C++
259 lines
7.5 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 "shaderlib/cshader.h"
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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( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
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BEGIN_SHADER( WorldTwoTextureBlend_DX6,
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"Help for WorldTwoTextureBlend" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
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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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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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LoadTexture( BASETEXTURE );
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LoadTexture( DETAIL );
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}
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_DRAW
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{
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float detailScale = params[DETAILSCALE]->GetFloatValue();
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
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return;
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}
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// DX6 fallback mode.
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if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
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{
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DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale );
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DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale );
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}
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else
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{
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// FIXME: add multitexture support!
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NormalModePass1( pShaderShadow, pShaderAPI );
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NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale );
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NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale );
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}
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}
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// ------------------------------------------------------------------------------ //
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// "Normal" mode - doesn't use the detail texture's alpha mask.
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// ------------------------------------------------------------------------------ //
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void NormalModePass1(
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IShaderShadow *pShaderShadow,
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IShaderDynamicAPI *pShaderAPI )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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}
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Draw();
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}
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void NormalModePass2(
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IShaderShadow *pShaderShadow,
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IShaderDynamicAPI *pShaderAPI,
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IMaterialVar **params,
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float detailScale )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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if ( detailScale != 1.0f )
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{
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
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pShaderAPI->LoadIdentity();
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pShaderAPI->ScaleXY( detailScale, detailScale );
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}
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BindTexture( SHADER_SAMPLER0, DETAIL );
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}
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Draw();
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}
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void NormalModePass3(
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IShaderShadow *pShaderShadow,
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IShaderDynamicAPI *pShaderAPI,
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IMaterialVar **params,
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float detailScale )
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{
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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SingleTextureLightmapBlendMode();
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
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FogToOOOverbright();
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}
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DYNAMIC_STATE
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{
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if ( detailScale != 1.0f )
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pShaderAPI->LoadIdentity( );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
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}
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Draw();
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}
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// ------------------------------------------------------------------------------ //
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// "Detail alpha mask mode".
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// ------------------------------------------------------------------------------ //
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void DetailAlphaMaskPass1(
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IShaderShadow *pShaderShadow,
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IShaderDynamicAPI *pShaderAPI,
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IMaterialVar **params,
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float detailScale )
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{
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// The equation is [B*Da + (1-Da)] * [D * L]
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// Stage 0
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// Color = B*2
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// Note the 2x here.. we do 4x total in this shader and
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// the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
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// Stage 1 [where P = prev stage]
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// Color = B*Da + (1-Da)
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
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SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, DETAIL );
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pShaderAPI->Color4f( 1, 1, 1, 1 );
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if ( detailScale != 1.0f )
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{
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
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pShaderAPI->LoadIdentity();
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pShaderAPI->ScaleXY( detailScale, detailScale );
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}
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}
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Draw();
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}
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void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale )
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{
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SHADOW_STATE
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{
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s_pShaderShadow->EnableCustomPixelPipe( true );
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s_pShaderShadow->CustomTextureStages( 2 );
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
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// Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
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s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
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// This turns on blending and does overbrighting if it's enabled.
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SingleTextureLightmapBlendMode();
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// Stage 0, color = D
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
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// Stage 1, color = D*L
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
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// Use the lightmap coordinates in both stages.
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, DETAIL);
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
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if ( detailScale != 1.0f )
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{
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
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pShaderAPI->LoadIdentity();
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
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pShaderAPI->LoadIdentity();
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pShaderAPI->ScaleXY( detailScale, detailScale );
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}
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}
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Draw();
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}
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END_SHADER
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