mirror of
https://github.com/alliedmodders/hl2sdk.git
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252 lines
8.5 KiB
C++
252 lines
8.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Teeth renderer
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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 "mathlib/vmatrix.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( Eyes, Eyes_dx6 )
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BEGIN_VS_SHADER( Eyes_dx6,
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"Help for Eyes" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( IRIS, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "iris texture" )
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SHADER_PARAM( IRISFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame for the iris texture" )
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SHADER_PARAM( GLINT, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "glint texture" )
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SHADER_PARAM( EYEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "origin for the eyes" )
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SHADER_PARAM( EYEUP, SHADER_PARAM_TYPE_VEC3, "[0 0 1]", "up vector for the eyes" )
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SHADER_PARAM( IRISU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0 ]", "U projection vector for the iris" )
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SHADER_PARAM( IRISV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the iris" )
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SHADER_PARAM( GLINTU, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "U projection vector for the glint" )
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SHADER_PARAM( GLINTV, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "V projection vector for the glint" )
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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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}
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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( IRIS );
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}
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void SetTextureTransform( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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MaterialMatrixMode_t textureTransform, int uparam, int vparam )
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{
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Vector4D u, v;
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params[uparam]->GetVecValue( u.Base(), 4 );
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params[vparam]->GetVecValue( v.Base(), 4 );
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// Need to transform these puppies into camera space
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// they are defined in world space
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VMatrix mat, invTrans;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mat.m[0] );
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mat = mat.Transpose();
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// Compute the inverse transpose of the matrix
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// NOTE: I only have to invert it here because VMatrix is transposed
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// with respect to what gets returned from GetMatrix.
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mat.InverseGeneral( invTrans );
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invTrans = invTrans.Transpose();
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// Transform the u and v planes into view space
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Vector4D uview, vview;
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uview.AsVector3D() = invTrans.VMul3x3( u.AsVector3D() );
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vview.AsVector3D() = invTrans.VMul3x3( v.AsVector3D() );
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uview[3] = u[3] - DotProduct( mat.GetTranslation(), uview.AsVector3D() );
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vview[3] = v[3] - DotProduct( mat.GetTranslation(), vview.AsVector3D() );
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float m[16];
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m[0] = uview[0]; m[1] = vview[0]; m[2] = 0.0f; m[3] = 0.0f;
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m[4] = uview[1]; m[5] = vview[1]; m[6] = 0.0f; m[7] = 0.0f;
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m[8] = uview[2]; m[9] = vview[2]; m[10] = 1.0f; m[11] = 0.0f;
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m[12] = uview[3]; m[13] = vview[3]; m[14] = 0.0f; m[15] = 1.0f;
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pShaderAPI->MatrixMode( textureTransform );
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pShaderAPI->LoadMatrix( m );
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}
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void DrawFlashlight_Iris( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
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// Alpha blend
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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->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | SHADER_DRAW_NORMAL;
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pShaderShadow->DrawFlags( flags );
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FogToBlack();
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pShaderShadow->EnableLighting( true );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE,
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SHADER_TEXARG_VERTEXCOLOR );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR,
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SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
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// alpha stage 0
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// get alpha from constant alpha
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA,
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SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
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// alpha stage 1
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// get alpha from $basetexture
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA,
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SHADER_TEXOP_MODULATE,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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// Shove the view position into texcoord 0 before the texture matrix.
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
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// iris transform
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, true );
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE1, SHADER_TEXGENPARAM_EYE_LINEAR );
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}
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DYNAMIC_STATE
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{
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SetFlashlightFixedFunctionTextureTransform( MATERIAL_TEXTURE0 );
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// NOTE: This has to come after the loadmatrix since the loadmatrix screws with the
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// transform flags!!!!!!
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// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
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// NOTE Tried to divide XY by Z, but doesn't work.
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pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
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BindTexture( SHADER_SAMPLER0, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
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BindTexture( SHADER_SAMPLER1, IRIS, IRISFRAME );
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SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE1, IRISU, IRISV );
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}
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Draw();
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}
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void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// whites
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true );
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// iris
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DrawFlashlight_Iris( params, pShaderAPI, pShaderShadow );
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}
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void DrawUsingSoftwareLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// whites
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR | 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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// iris
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
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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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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, IRIS, IRISFRAME );
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SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, IRISU, IRISV );
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}
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Draw();
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// Glint
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
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pShaderShadow->EnableConstantColor( true );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
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pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION );
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FogToBlack();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, GLINT );
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SetTextureTransform( params, pShaderAPI, MATERIAL_TEXTURE0, GLINTU, GLINTV );
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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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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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bool hasFlashlight = UsingFlashlight( params );
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if( hasFlashlight )
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{
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DrawFlashlight( params, pShaderAPI, pShaderShadow );
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}
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else
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{
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DrawUsingSoftwareLighting( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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