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.
414 lines
12 KiB
C++
414 lines
12 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( VertexLitGeneric, VertexLitGeneric_DX7 )
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DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX7 )
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BEGIN_SHADER( VertexLitGeneric_DX7,
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"Help for VertexLitGeneric_DX7" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination 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, "0", "" )
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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, "0", "" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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END_SHADER_PARAMS
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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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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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if( !params[ENVMAPTINT]->IsDefined() )
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[SELFILLUMTINT]->IsDefined() )
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[DETAILSCALE]->IsDefined() )
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params[DETAILSCALE]->SetFloatValue( 4.0f );
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS );
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// If mat_specular 0, then get rid of envmap
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if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
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{
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params[ENVMAP]->SetUndefined();
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}
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}
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SHADER_FALLBACK
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{
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if (g_pHardwareConfig->GetDXSupportLevel() < 70)
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return "VertexLitGeneric_DX6";
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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LoadCubeMap( ENVMAP );
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else
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LoadTexture( ENVMAP );
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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if (params[ENVMAPMASK]->IsDefined())
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LoadTexture( ENVMAPMASK );
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}
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}
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void DrawBaseTimesVertexColor( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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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_VERTEXCOLOR );
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// Get alpha from the texture so that alpha blend and alpha test work properly.
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bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
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if ( bTextureIsTranslucent )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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}
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else
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{
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if ( IsAlphaModulating() )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
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}
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0;
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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if ( IsAlphaModulating() || IsColorModulating() )
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{
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pShaderShadow->CustomTextureStages( 2 );
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if ( IsColorModulating() )
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{
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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_CONSTANTCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
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}
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// Get alpha from the texture so that alpha blend and alpha test work properly.
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if ( IsAlphaModulating() && bTextureIsTranslucent )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
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}
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}
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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DYNAMIC_STATE
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{
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetModulationDynamicState();
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}
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Draw();
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}
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void DrawVertexColorNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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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_ONE, SHADER_TEXARG_VERTEXCOLOR );
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int flags = SHADER_DRAW_POSITION;
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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// SetModulationDynamicState();
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}
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Draw();
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}
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void DrawBaseTimesBakedVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
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// base
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int flags = SHADER_DRAW_POSITION;
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if (params[BASETEXTURE]->IsTexture())
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{
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flags |= SHADER_DRAW_TEXCOORD1;
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}
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_MODULATE2X,
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SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_TEXTURE );
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// Get alpha from the texture so that alpha blend and alpha test work properly.
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bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
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if ( bTextureIsTranslucent )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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}
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else
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{
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if ( IsAlphaModulating() )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
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}
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}
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if ( IsAlphaModulating() || IsColorModulating() )
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{
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pShaderShadow->CustomTextureStages( 2 );
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if ( IsColorModulating())
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{
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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_CONSTANTCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
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}
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// Get alpha from the texture so that alpha blend and alpha test work properly.
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if ( IsAlphaModulating() && bTextureIsTranslucent )
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
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}
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else
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{
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
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}
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}
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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DYNAMIC_STATE
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{
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetModulationDynamicState();
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}
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Draw();
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}
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void DrawBakedVertexLightingNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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int flags = SHADER_DRAW_POSITION;
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_MODULATE2X,
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SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
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// Alpha isn't used, it doesn't matter what we set it to.
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_NONE, SHADER_TEXARG_NONE );
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}
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DYNAMIC_STATE
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{
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}
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Draw();
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}
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SHADER_DRAW
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{
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bool bBakedLighting = IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
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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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// Pass 1 : Base * lightmap or just lightmap
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if ( params[BASETEXTURE]->IsTexture() )
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{
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// Draw base times lighting.
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// Lighting is either sent down per vertex from the app, or it's in the second
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// stream as color values.
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if( bBakedLighting )
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{
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DrawBaseTimesBakedVertexLighting( params, pShaderAPI, pShaderShadow );
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}
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else
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{
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DrawBaseTimesVertexColor( params, pShaderAPI, pShaderShadow );
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}
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// Detail map
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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// Draw the selfillum pass
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
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{
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FixedFunctionSelfIlluminationPass(
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SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
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}
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}
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else
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{
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if( bBakedLighting )
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{
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DrawBakedVertexLightingNoBase( params, pShaderAPI, pShaderShadow );
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}
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else
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{
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DrawVertexColorNoBase( params, pShaderAPI, pShaderShadow );
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}
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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// Pass 2 : Masked environment map
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if ( params[ENVMAP]->IsTexture() && (IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
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{
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FixedFunctionAdditiveMaskedEnvmapPass(
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ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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}
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END_SHADER
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