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