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-rw-r--r--mp/src/materialsystem/stdshaders/WorldVertexTransition_dx8.cpp537
1 files changed, 537 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/WorldVertexTransition_dx8.cpp b/mp/src/materialsystem/stdshaders/WorldVertexTransition_dx8.cpp
new file mode 100644
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+++ b/mp/src/materialsystem/stdshaders/WorldVertexTransition_dx8.cpp
@@ -0,0 +1,537 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "convar.h"
+
+#include "worldvertextransition.inc"
+#include "worldvertextransition_vs14.inc"
+#include "worldvertextransition_seamless.inc"
+#include "lightmappedgeneric_vs11.inc"
+#include "writevertexalphatodestalpha_vs11.inc"
+#include "worldvertextransition_dx8_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX8 )
+
+ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
+
+BEGIN_VS_SHADER( WorldVertexTransition_DX8,
+ "Help for WorldVertexTransition_DX8" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" )
+ SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $baseTexture" )
+ SHADER_PARAM( BASETEXTURETRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$baseTexture texcoord transform" )
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
+ SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map for BASETEXTURE" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
+ SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
+ SHADER_PARAM( BUMPBASETEXTURE2WITHBUMPMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
+ SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "0.0", "1.0 == mirror, 0.0 == water" )
+ SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
+ SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
+ SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" )
+ SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
+ END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ return "WorldVertexTransition_DX6";
+ return 0;
+ }
+
+ void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info )
+ {
+ info.m_nBaseTextureVar = BASETEXTURE;
+ info.m_nBaseTextureFrameVar = FRAME;
+ info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM;
+ info.m_nBaseTexture2Var = BASETEXTURE2;
+ info.m_nBaseTexture2FrameVar = FRAME2;
+ info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM2;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ // Initializes FLASHLIGHTTEXTURE + MATERIAL_VAR2_LIGHTING_LIGHTMAP
+ WorldVertexTransitionEditor_DX8_Vars_t info;
+ SetupVars( info );
+ InitParamsWorldVertexTransitionEditor_DX8( params, info );
+
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
+ {
+ if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
+ {
+ Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ {
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[ENVMAPTINT]->IsDefined() )
+ {
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ {
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ {
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+ }
+
+ if( !params[FRESNELREFLECTION]->IsDefined() )
+ {
+ params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[ENVMAPMASKFRAME]->IsDefined() )
+ {
+ params[ENVMAPMASKFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[ENVMAPFRAME]->IsDefined() )
+ {
+ params[ENVMAPFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[BUMPFRAME]->IsDefined() )
+ {
+ params[BUMPFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[ENVMAPCONTRAST]->IsDefined() )
+ {
+ params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
+ }
+
+ if( !params[ENVMAPSATURATION]->IsDefined() )
+ {
+ params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
+ }
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[BASETEXTURE]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
+ }
+
+ if( !params[BUMPBASETEXTURE2WITHBUMPMAP]->IsDefined() )
+ {
+ params[BUMPBASETEXTURE2WITHBUMPMAP]->SetIntValue( 0 );
+ }
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ {
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+ }
+
+ if( !params[DETAILFRAME]->IsDefined() )
+ {
+ params[DETAILFRAME]->SetIntValue( 0 );
+ }
+
+ if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
+ {
+ // seamless scale is going to be used, so kill some other features. . might implement with these features later.
+ params[DETAIL]->SetUndefined();
+ params[BUMPMAP]->SetUndefined();
+ params[ENVMAP]->SetUndefined();
+ }
+
+ if ( !params[SEAMLESS_SCALE]->IsDefined() )
+ {
+ // zero means don't do seamless mapping.
+ params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
+ }
+
+ if( params[SSBUMP]->IsDefined() && params[SSBUMP]->GetIntValue() != 0 )
+ {
+ // turn of normal mapping since we have ssbump defined, which
+ // means that we didn't make a dx8 fallback for this material.
+ params[BUMPMAP]->SetUndefined();
+ }
+ }
+ SHADER_INIT
+ {
+ // Loads BASETEXTURE, BASETEXTURE2
+ WorldVertexTransitionEditor_DX8_Vars_t info;
+ SetupVars( info );
+ InitWorldVertexTransitionEditor_DX8( this, params, info );
+
+ // FLASHLIGHTFIXME
+ if ( params[FLASHLIGHTTEXTURE]->IsDefined() )
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ }
+
+ if (params[DETAIL]->IsDefined())
+ {
+ LoadTexture( DETAIL );
+ }
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_1_4() && params[BLENDMODULATETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BLENDMODULATETEXTURE );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ if( params[ENVMAP]->IsDefined() && !params[BUMPMAP]->IsDefined() )
+ {
+ Warning( "must have $bumpmap if you have $envmap for worldvertextransition\n" );
+ params[ENVMAP]->SetUndefined();
+ params[BUMPMAP]->SetUndefined();
+ }
+ if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
+ LoadBumpMap( BUMPMAP );
+ }
+ if( params[ENVMAP]->IsDefined() )
+ {
+ if( !IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) )
+ {
+ LoadCubeMap( ENVMAP );
+ }
+ else
+ {
+ Warning( "$envmapsphere not supported by worldvertextransition\n" );
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+ }
+
+ void WriteVertexAlphaToDestAlpha( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ if( pShaderShadow )
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( true );
+ pShaderShadow->EnableColorWrites( false );
+
+ writevertexalphatodestalpha_vs11_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "writevertexalphatodestalpha_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "writevertexalphatodestalpha_ps11" );
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 );
+ }
+ else
+ {
+ writevertexalphatodestalpha_vs11_Dynamic_Index vshIndex;
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ void DrawFlashlightPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, int passID )
+ {
+ bool bBump = ( passID == 0 ) && ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture();
+ DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, true, passID, BASETEXTURE2, FRAME2 );
+ }
+
+ bool ShouldUseBumpmapping( IMaterialVar **params )
+ {
+ return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined();
+ }
+
+ void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ WriteVertexAlphaToDestAlpha( params, pShaderAPI, pShaderShadow );
+ DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 0 );
+ DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 1 );
+ }
+
+ SHADER_DRAW
+ {
+ bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ bool bSupports14 = g_pHardwareConfig->SupportsPixelShaders_1_4();
+
+ // FLASHLIGHTFIXME: need to make these the same.
+ bool hasFlashlight = UsingFlashlight( params );
+ if( hasFlashlight )
+ {
+ DrawFlashlight( params, pShaderAPI, pShaderShadow );
+ }
+ else if ( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
+ {
+ // This is the seamless_scale version, which doesn't use $detail or $bumpmap
+ SHADOW_STATE
+ {
+ // three copies of the base texture for seamless blending
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ // lightmap
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+
+ worldvertextransition_seamless_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
+
+ int pshIndex = 0;
+ pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
+
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ // Texture 0..2
+ if( bLightingOnly )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
+ }
+
+ // Texture 3 = lightmap
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
+
+ EnablePixelShaderOverbright( 0, true, true );
+
+ float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue();
+ float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
+
+ worldvertextransition_seamless_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ SHADOW_STATE
+ {
+ // inherit state from previous pass
+
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ DYNAMIC_STATE
+ {
+ if( !bLightingOnly )
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE2, FRAME2 );
+ }
+ }
+ Draw();
+ }
+ else if( !params[BUMPMAP]->IsTexture() || !g_pConfig->UseBumpmapping() )
+ {
+ bool bDetail = params[DETAIL]->IsTexture();
+ bool bBlendModulate = params[BLENDMODULATETEXTURE]->IsTexture();
+ SHADOW_STATE
+ {
+ // This is the dx8, non-worldcraft version, non-bumped version
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ if( bDetail )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ }
+ if ( bSupports14 && bBlendModulate )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ }
+
+ int fmt = VERTEX_POSITION | VERTEX_COLOR;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+
+ if ( !bSupports14 )
+ {
+ worldvertextransition_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() );
+
+ int pshIndex = bDetail ? 1 : 0;
+ pShaderShadow->SetPixelShader( "WorldVertexTransition", pshIndex );
+ }
+ else
+ {
+ worldvertextransition_vs14_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WorldVertexTransition_vs14", vshIndex.GetIndex() );
+
+ int pshIndex = bDetail ? 1 : 0;
+ pshIndex += bBlendModulate ? 2 : 0;
+ pShaderShadow->SetPixelShader( "WorldVertexTransition_ps14", pshIndex );
+ }
+
+ FogToFogColor();
+ }
+
+ DYNAMIC_STATE
+ {
+ // Texture 1
+ if( bLightingOnly )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 );
+ }
+ if( bDetail )
+ {
+ BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
+ }
+ if ( bSupports14 && bBlendModulate )
+ {
+ BindTexture( SHADER_SAMPLER4, BLENDMODULATETEXTURE );
+ }
+
+ // always set the transform for detail textures since I'm assuming that you'll
+ // always have a detailscale.
+ // go ahead and set this even if we don't have a detail texture so the vertex shader doesn't
+ // barf chunks with unitialized data.
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
+
+ if ( bSupports14 )
+ {
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, BLENDMASKTRANSFORM );
+ }
+
+ // Texture 3 = lightmap
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
+
+ EnablePixelShaderOverbright( 0, true, true );
+
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM2 );
+ if ( !bSupports14 )
+ {
+ worldvertextransition_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ else
+ {
+ worldvertextransition_vs14_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ }
+ Draw();
+ }
+ else
+ {
+ if( params[BUMPBASETEXTURE2WITHBUMPMAP]->GetIntValue() )
+ {
+ DrawWorldBumpedUsingVertexShader( BASETEXTURE, BASETEXTURETRANSFORM,
+ BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP,
+ ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME,
+ FRESNELREFLECTION, true, BASETEXTURE2, BASETEXTURETRANSFORM2, FRAME2, false );
+ }
+ else
+ {
+ // draw the base texture with everything else you normally would for
+ // bumped world materials
+ DrawWorldBumpedUsingVertexShader(
+ BASETEXTURE, BASETEXTURETRANSFORM,
+ BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
+ ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT,
+ COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME,
+ FRESNELREFLECTION,
+ false, -1, -1, -1, false );
+
+ // blend basetexture 2 on top of everything using lightmap alpha.
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ lightmappedgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ vshIndex.SetVERTEXCOLOR( true );
+ pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "WorldVertexTransition_BlendBase2" );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ if( bLightingOnly )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 );
+ }
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ float half[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
+ pShaderAPI->SetPixelShaderConstant( 4, half );
+ EnablePixelShaderOverbright( 0, true, true );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM2 );
+
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+ }
+ }
+END_SHADER
+