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//========= Copyright Valve Corporation, All rights reserved. ============//
/* Example how to plug this into an existing shader:
In the VMT :
// Flesh Interior Pass
" $FleshInteriorEnabled " " 1 " // Enables effect
" $FleshInteriorTexture " " models/Alyx/alyx_flesh_color " // Mask in alpha
" $FleshNormalTexture " " models/Alyx/alyx_flesh_normal "
" $FleshBorderTexture1D " " models/Alyx/alyx_flesh_border "
" $FleshInteriorNoiseTexture " " Engine/noise-blur-256x256 "
" $FleshSubsurfaceTexture " " models/Alyx/alyx_flesh_subsurface "
" $FleshBorderNoiseScale " " 1.5 " // Flesh Noise UV scalar for border
" $FleshBorderWidth " " 0.3 " // Width of flesh border
" $FleshBorderSoftness " " 0.42 " // Border softness must be greater than 0.0 and up tp 0.5
" $FleshBorderTint " " [1 1 1] " // Tint / brighten the border 1D texture
" $FleshGlossBrightness " " 0.66 " // Change the brightness of the glossy layer
" $FleshDebugForceFleshOn " " 0 " // DEBUG: This will force on full flesh for testing
" $FleshScrollSpeed " " 1.0 "
" Proxies "
{
" FleshInterior "
{
}
}
# include "flesh_interior_blended_pass_helper.h"
In BEGIN_SHADER_PARAMS :
// Flesh Interior Pass
SHADER_PARAM ( FLESHINTERIORENABLED , SHADER_PARAM_TYPE_BOOL , " 0 " , " Enable Flesh interior blend pass " )
SHADER_PARAM ( FLESHINTERIORTEXTURE , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh color texture " )
SHADER_PARAM ( FLESHINTERIORNOISETEXTURE , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh noise texture " )
SHADER_PARAM ( FLESHBORDERTEXTURE1D , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh border 1D texture " )
SHADER_PARAM ( FLESHNORMALTEXTURE , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh normal texture " )
SHADER_PARAM ( FLESHSUBSURFACETEXTURE , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh subsurface texture " )
SHADER_PARAM ( FLESHCUBETEXTURE , SHADER_PARAM_TYPE_TEXTURE , " " , " Flesh cubemap texture " )
SHADER_PARAM ( FLESHBORDERNOISESCALE , SHADER_PARAM_TYPE_FLOAT , " 1.5 " , " Flesh Noise UV scalar for border " )
SHADER_PARAM ( FLESHDEBUGFORCEFLESHON , SHADER_PARAM_TYPE_BOOL , " 0 " , " Flesh Debug full flesh " )
SHADER_PARAM ( FLESHEFFECTCENTERRADIUS1 , SHADER_PARAM_TYPE_VEC4 , " [0 0 0 0.001] " , " Flesh effect center and radius " )
SHADER_PARAM ( FLESHEFFECTCENTERRADIUS2 , SHADER_PARAM_TYPE_VEC4 , " [0 0 0 0.001] " , " Flesh effect center and radius " )
SHADER_PARAM ( FLESHEFFECTCENTERRADIUS3 , SHADER_PARAM_TYPE_VEC4 , " [0 0 0 0.001] " , " Flesh effect center and radius " )
SHADER_PARAM ( FLESHEFFECTCENTERRADIUS4 , SHADER_PARAM_TYPE_VEC4 , " [0 0 0 0.001] " , " Flesh effect center and radius " )
SHADER_PARAM ( FLESHSUBSURFACETINT , SHADER_PARAM_TYPE_COLOR , " [1 1 1] " , " Subsurface Color " )
SHADER_PARAM ( FLESHBORDERWIDTH , SHADER_PARAM_TYPE_FLOAT , " 0.3 " , " Flesh border " )
SHADER_PARAM ( FLESHBORDERSOFTNESS , SHADER_PARAM_TYPE_FLOAT , " 0.42 " , " Flesh border softness (> 0.0 && <= 0.5) " )
SHADER_PARAM ( FLESHBORDERTINT , SHADER_PARAM_TYPE_COLOR , " [1 1 1] " , " Flesh border Color " )
SHADER_PARAM ( FLESHGLOBALOPACITY , SHADER_PARAM_TYPE_FLOAT , " 1.0 " , " Flesh global opacity " )
SHADER_PARAM ( FLESHGLOSSBRIGHTNESS , SHADER_PARAM_TYPE_FLOAT , " 0.66 " , " Flesh gloss brightness " )
SHADER_PARAM ( FLESHSCROLLSPEED , SHADER_PARAM_TYPE_FLOAT , " 1.0 " , " Flesh scroll speed " )
Add this above SHADER_INIT_PARAMS ( )
// Flesh Interior Pass
void SetupVarsFleshInteriorBlendedPass ( FleshInteriorBlendedPassVars_t & info )
{
info . m_nFleshTexture = FLESHINTERIORTEXTURE ;
info . m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE ;
info . m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D ;
info . m_nFleshNormalTexture = FLESHNORMALTEXTURE ;
info . m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE ;
info . m_nFleshCubeTexture = FLESHCUBETEXTURE ;
info . m_nflBorderNoiseScale = FLESHBORDERNOISESCALE ;
info . m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON ;
info . m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1 ;
info . m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2 ;
info . m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3 ;
info . m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4 ;
info . m_ncSubsurfaceTint = FLESHSUBSURFACETINT ;
info . m_nflBorderWidth = FLESHBORDERWIDTH ;
info . m_nflBorderSoftness = FLESHBORDERSOFTNESS ;
info . m_ncBorderTint = FLESHBORDERTINT ;
info . m_nflGlobalOpacity = FLESHGLOBALOPACITY ;
info . m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS ;
info . m_nflScrollSpeed = FLESHSCROLLSPEED ;
}
In SHADER_INIT_PARAMS ( )
// Flesh Interior Pass
if ( ! params [ FLESHINTERIORENABLED ] - > IsDefined ( ) )
{
params [ FLESHINTERIORENABLED ] - > SetIntValue ( 0 ) ;
}
else if ( params [ FLESHINTERIORENABLED ] - > GetIntValue ( ) )
{
FleshInteriorBlendedPassVars_t info ;
SetupVarsFleshInteriorBlendedPass ( info ) ;
InitParamsFleshInteriorBlendedPass ( this , params , pMaterialName , info ) ;
}
In SHADER_INIT
// Flesh Interior Pass
if ( params [ FLESHINTERIORENABLED ] - > GetIntValue ( ) )
{
FleshInteriorBlendedPassVars_t info ;
SetupVarsFleshInteriorBlendedPass ( info ) ;
InitFleshInteriorBlendedPass ( this , params , info ) ;
}
At the very end of SHADER_DRAW
// Flesh Interior Pass
if ( params [ FLESHINTERIORENABLED ] - > GetIntValue ( ) )
{
// If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow ! = NULL ) | | ( true ) )
{
FleshInteriorBlendedPassVars_t info ;
SetupVarsFleshInteriorBlendedPass ( info ) ;
DrawFleshInteriorBlendedPass ( this , params , pShaderAPI , pShaderShadow , info ) ;
}
else // We're not snapshotting and we don't need to draw this frame
{
// Skip this pass!
Draw ( false ) ;
}
}
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
# include "BaseVSShader.h"
# include "mathlib/vmatrix.h"
# include "convar.h"
# include "flesh_interior_blended_pass_helper.h"
// Auto generated inc files
# include "flesh_interior_blended_pass_vs20.inc"
# include "flesh_interior_blended_pass_ps20.inc"
# include "flesh_interior_blended_pass_ps20b.inc"
void InitParamsFleshInteriorBlendedPass ( CBaseVSShader * pShader , IMaterialVar * * params , const char * pMaterialName , FleshInteriorBlendedPassVars_t & info )
{
SET_FLAGS2 ( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ) ;
SET_PARAM_STRING_IF_NOT_DEFINED ( info . m_nFleshCubeTexture , " env_cubemap " ) ; // Default to in-game env map
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflBorderNoiseScale , kDefaultBorderNoiseScale ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflDebugForceFleshOn , kDefaultDebugForceFleshOn ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_nvEffectCenterRadius1 , kDefaultEffectCenterRadius , 4 ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_nvEffectCenterRadius2 , kDefaultEffectCenterRadius , 4 ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_nvEffectCenterRadius3 , kDefaultEffectCenterRadius , 4 ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_nvEffectCenterRadius4 , kDefaultEffectCenterRadius , 4 ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_ncSubsurfaceTint , kDefaultSubsurfaceTint , 4 ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflBorderWidth , kDefaultBorderWidth ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflBorderSoftness , kDefaultBorderSoftness ) ;
SET_PARAM_VEC_IF_NOT_DEFINED ( info . m_ncBorderTint , kDefaultBorderTint , 4 ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflGlobalOpacity , kDefaultGlobalOpacity ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflGlossBrightness , kDefaultGlossBrightness ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nflScrollSpeed , kDefaultScrollSpeed ) ;
SET_PARAM_FLOAT_IF_NOT_DEFINED ( info . m_nTime , 0.0f ) ;
}
void InitFleshInteriorBlendedPass ( CBaseVSShader * pShader , IMaterialVar * * params , FleshInteriorBlendedPassVars_t & info )
{
// Load textures
pShader - > LoadTexture ( info . m_nFleshTexture , TEXTUREFLAGS_SRGB ) ;
pShader - > LoadTexture ( info . m_nFleshNoiseTexture ) ;
pShader - > LoadTexture ( info . m_nFleshBorderTexture1D , TEXTUREFLAGS_SRGB ) ;
pShader - > LoadTexture ( info . m_nFleshNormalTexture ) ;
pShader - > LoadTexture ( info . m_nFleshSubsurfaceTexture , TEXTUREFLAGS_SRGB ) ;
pShader - > LoadCubeMap ( info . m_nFleshCubeTexture , TEXTUREFLAGS_SRGB ) ;
}
void DrawFleshInteriorBlendedPass ( CBaseVSShader * pShader , IMaterialVar * * params , IShaderDynamicAPI * pShaderAPI ,
IShaderShadow * pShaderShadow , FleshInteriorBlendedPassVars_t & info , VertexCompressionType_t vertexCompression )
{
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader - > SetInitialShadowState ( ) ;
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED ;
int nTexCoordCount = 1 ;
int userDataSize = 0 ;
pShaderShadow - > VertexShaderVertexFormat ( flags , nTexCoordCount , NULL , userDataSize ) ;
bool bUseStaticControlFlow = g_pHardwareConfig - > SupportsStaticControlFlow ( ) ;
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER ( flesh_interior_blended_pass_vs20 ) ;
SET_STATIC_VERTEX_SHADER_COMBO ( HALFLAMBERT , IS_FLAG_SET ( MATERIAL_VAR_HALFLAMBERT ) ) ;
SET_STATIC_VERTEX_SHADER_COMBO ( USE_STATIC_CONTROL_FLOW , bUseStaticControlFlow ) ;
SET_STATIC_VERTEX_SHADER ( flesh_interior_blended_pass_vs20 ) ;
// Pixel Shader
if ( g_pHardwareConfig - > SupportsPixelShaders_2_b ( ) )
{
DECLARE_STATIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20b ) ;
SET_STATIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20b ) ;
}
else
{
DECLARE_STATIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20 ) ;
SET_STATIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20 ) ;
}
// Textures
pShaderShadow - > EnableTexture ( SHADER_SAMPLER0 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER0 , true ) ;
pShaderShadow - > EnableTexture ( SHADER_SAMPLER1 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER1 , false ) ; // Noise texture not sRGB
pShaderShadow - > EnableTexture ( SHADER_SAMPLER2 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER2 , true ) ;
pShaderShadow - > EnableTexture ( SHADER_SAMPLER3 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER3 , false ) ; // Normal texture not sRGB
pShaderShadow - > EnableTexture ( SHADER_SAMPLER4 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER4 , true ) ;
pShaderShadow - > EnableTexture ( SHADER_SAMPLER5 , true ) ;
pShaderShadow - > EnableSRGBRead ( SHADER_SAMPLER5 , true ) ;
pShaderShadow - > EnableSRGBWrite ( true ) ;
// Blending
pShader - > EnableAlphaBlending ( SHADER_BLEND_SRC_ALPHA , SHADER_BLEND_ONE_MINUS_SRC_ALPHA ) ;
pShaderShadow - > EnableAlphaTest ( true ) ;
pShaderShadow - > AlphaFunc ( SHADER_ALPHAFUNC_GREATER , 0.0f ) ;
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI - > SetDefaultState ( ) ;
bool bUseStaticControlFlow = g_pHardwareConfig - > SupportsStaticControlFlow ( ) ;
// Set Vertex Shader Combos
LightState_t lightState = { 0 , false , false } ;
pShaderAPI - > GetDX9LightState ( & lightState ) ;
DECLARE_DYNAMIC_VERTEX_SHADER ( flesh_interior_blended_pass_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 ( ) ) ;
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SET_DYNAMIC_VERTEX_SHADER_COMBO ( STATIC_LIGHT , lightState . m_bStaticLightVertex ? 1 : 0 ) ;
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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 ( flesh_interior_blended_pass_vs20 ) ;
// Set Vertex Shader Constants
pShader - > SetAmbientCubeDynamicStateVertexShader ( ) ;
// Time % 1000
float flCurrentTime = IS_PARAM_DEFINED ( info . m_nTime ) & & params [ info . m_nTime ] - > GetFloatValue ( ) > 0.0f ? params [ info . m_nTime ] - > GetFloatValue ( ) : pShaderAPI - > CurrentTime ( ) ;
flCurrentTime * = IS_PARAM_DEFINED ( info . m_nflScrollSpeed ) ? params [ info . m_nflScrollSpeed ] - > GetFloatValue ( ) : kDefaultScrollSpeed ; // This is a dirty hack, but it works well enough
float vVsConst0 [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
vVsConst0 [ 0 ] = flCurrentTime ;
vVsConst0 [ 0 ] - = ( float ) ( ( int ) ( vVsConst0 [ 0 ] / 1000.0f ) ) * 1000.0f ;
// Noise UV scroll
vVsConst0 [ 1 ] = flCurrentTime / 100.0f ;
vVsConst0 [ 1 ] - = ( float ) ( ( int ) ( vVsConst0 [ 1 ] ) ) ;
// Border noise scale
vVsConst0 [ 2 ] = IS_PARAM_DEFINED ( info . m_nflBorderNoiseScale ) ? params [ info . m_nflBorderNoiseScale ] - > GetFloatValue ( ) : kDefaultBorderNoiseScale ;
// Debug force flesh on
vVsConst0 [ 3 ] = IS_PARAM_DEFINED ( info . m_nflDebugForceFleshOn ) ? params [ info . m_nflDebugForceFleshOn ] - > GetFloatValue ( ) : kDefaultDebugForceFleshOn ;
pShaderAPI - > SetVertexShaderConstant ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 , vVsConst0 , 1 ) ;
// Flesh effect centers and radii
float vVsConst1 [ 4 ] = { kDefaultEffectCenterRadius [ 0 ] , kDefaultEffectCenterRadius [ 1 ] , kDefaultEffectCenterRadius [ 2 ] , kDefaultEffectCenterRadius [ 3 ] } ;
if ( IS_PARAM_DEFINED ( info . m_nvEffectCenterRadius1 ) )
{
params [ info . m_nvEffectCenterRadius1 ] - > GetVecValue ( vVsConst1 , 4 ) ;
if ( vVsConst1 [ 3 ] < 0.001f )
vVsConst1 [ 3 ] = 0.001f ;
vVsConst1 [ 3 ] = 1.0f / vVsConst1 [ 3 ] ; // Pass 1.0/radius so we do a mul instead of a divide in the shader
}
pShaderAPI - > SetVertexShaderConstant ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 , vVsConst1 , 1 ) ;
float vVsConst2 [ 4 ] = { kDefaultEffectCenterRadius [ 0 ] , kDefaultEffectCenterRadius [ 1 ] , kDefaultEffectCenterRadius [ 2 ] , kDefaultEffectCenterRadius [ 3 ] } ;
if ( IS_PARAM_DEFINED ( info . m_nvEffectCenterRadius2 ) )
{
params [ info . m_nvEffectCenterRadius2 ] - > GetVecValue ( vVsConst2 , 4 ) ;
if ( vVsConst2 [ 3 ] < 0.001f )
vVsConst2 [ 3 ] = 0.001f ;
vVsConst2 [ 3 ] = 1.0f / vVsConst2 [ 3 ] ; // Pass 1.0/radius so we do a mul instead of a divide in the shader
}
pShaderAPI - > SetVertexShaderConstant ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 , vVsConst2 , 2 ) ;
float vVsConst3 [ 4 ] = { kDefaultEffectCenterRadius [ 0 ] , kDefaultEffectCenterRadius [ 1 ] , kDefaultEffectCenterRadius [ 2 ] , kDefaultEffectCenterRadius [ 3 ] } ;
if ( IS_PARAM_DEFINED ( info . m_nvEffectCenterRadius3 ) )
{
params [ info . m_nvEffectCenterRadius3 ] - > GetVecValue ( vVsConst3 , 4 ) ;
if ( vVsConst3 [ 3 ] < 0.001f )
vVsConst3 [ 3 ] = 0.001f ;
vVsConst3 [ 3 ] = 1.0f / vVsConst3 [ 3 ] ; // Pass 1.0/radius so we do a mul instead of a divide in the shader
}
pShaderAPI - > SetVertexShaderConstant ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 , vVsConst3 , 3 ) ;
float vVsConst4 [ 4 ] = { kDefaultEffectCenterRadius [ 0 ] , kDefaultEffectCenterRadius [ 1 ] , kDefaultEffectCenterRadius [ 2 ] , kDefaultEffectCenterRadius [ 3 ] } ;
if ( IS_PARAM_DEFINED ( info . m_nvEffectCenterRadius4 ) )
{
params [ info . m_nvEffectCenterRadius4 ] - > GetVecValue ( vVsConst4 , 4 ) ;
if ( vVsConst4 [ 3 ] < 0.001f )
vVsConst4 [ 3 ] = 0.001f ;
vVsConst4 [ 3 ] = 1.0f / vVsConst4 [ 3 ] ; // Pass 1.0/radius so we do a mul instead of a divide in the shader
}
pShaderAPI - > SetVertexShaderConstant ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 , vVsConst4 , 4 ) ;
// Set Pixel Shader Combos
if ( g_pHardwareConfig - > SupportsPixelShaders_2_b ( ) )
{
DECLARE_DYNAMIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20b ) ;
SET_DYNAMIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20b ) ;
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20 ) ;
SET_DYNAMIC_PIXEL_SHADER ( flesh_interior_blended_pass_ps20 ) ;
}
// Bind textures
pShader - > BindTexture ( SHADER_SAMPLER0 , info . m_nFleshTexture ) ;
pShader - > BindTexture ( SHADER_SAMPLER1 , info . m_nFleshNoiseTexture ) ;
pShader - > BindTexture ( SHADER_SAMPLER2 , info . m_nFleshBorderTexture1D ) ;
pShader - > BindTexture ( SHADER_SAMPLER3 , info . m_nFleshNormalTexture ) ;
pShader - > BindTexture ( SHADER_SAMPLER4 , info . m_nFleshSubsurfaceTexture ) ;
pShader - > BindTexture ( SHADER_SAMPLER5 , info . m_nFleshCubeTexture ) ;
// Set Pixel Shader Constants
// Subsurface tint
pShaderAPI - > SetPixelShaderConstant ( 0 , IS_PARAM_DEFINED ( info . m_ncSubsurfaceTint ) ? params [ info . m_ncSubsurfaceTint ] - > GetVecValue ( ) : kDefaultSubsurfaceTint , 1 ) ;
// Border width
float vPsConst1 [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
vPsConst1 [ 0 ] = IS_PARAM_DEFINED ( info . m_nflBorderWidth ) ? params [ info . m_nflBorderWidth ] - > GetFloatValue ( ) : kDefaultBorderWidth ;
vPsConst1 [ 0 ] = 1.0f / vPsConst1 [ 0 ] ; // ( 1.0f / g_flBorderWidthFromVmt )
vPsConst1 [ 1 ] = vPsConst1 [ 0 ] - 1.0f ; // ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f
pShaderAPI - > SetPixelShaderConstant ( 1 , vPsConst1 , 1 ) ;
// Border softness
float vPsConst2 [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
vPsConst2 [ 0 ] = IS_PARAM_DEFINED ( info . m_nflBorderSoftness ) ? params [ info . m_nflBorderSoftness ] - > GetFloatValue ( ) : kDefaultBorderSoftness ;
if ( vPsConst2 [ 0 ] < 0.01f )
vPsConst2 [ 0 ] = 0.01f ;
else if ( vPsConst2 [ 0 ] > 0.5f )
vPsConst2 [ 0 ] = 0.5f ;
pShaderAPI - > SetPixelShaderConstant ( 2 , vPsConst2 , 1 ) ;
// Border color tint
pShaderAPI - > SetPixelShaderConstant ( 3 , IS_PARAM_DEFINED ( info . m_ncBorderTint ) ? params [ info . m_ncBorderTint ] - > GetVecValue ( ) : kDefaultBorderTint , 1 ) ;
// Global opacity
float vPsConst4 [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
vPsConst4 [ 0 ] = IS_PARAM_DEFINED ( info . m_nflGlobalOpacity ) ? params [ info . m_nflGlobalOpacity ] - > GetFloatValue ( ) : kDefaultGlobalOpacity ;
pShaderAPI - > SetPixelShaderConstant ( 4 , vPsConst4 , 1 ) ;
// Gloss brightness
float vPsConst5 [ 4 ] = { 0.0f , 0.0f , 0.0f , 0.0f } ;
vPsConst5 [ 0 ] = IS_PARAM_DEFINED ( info . m_nflGlossBrightness ) ? params [ info . m_nflGlossBrightness ] - > GetFloatValue ( ) : kDefaultGlossBrightness ;
pShaderAPI - > SetPixelShaderConstant ( 5 , vPsConst5 , 1 ) ;
}
pShader - > Draw ( ) ;
}