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-rw-r--r--mp/src/materialsystem/stdshaders/eye_refract_helper.cpp461
1 files changed, 461 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
new file mode 100644
index 00000000..af4d2c08
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/eye_refract_helper.cpp
@@ -0,0 +1,461 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#include "BaseVSShader.h"
+#include "mathlib/vmatrix.h"
+#include "eye_refract_helper.h"
+
+#include "cpp_shader_constant_register_map.h"
+
+#include "eyes_flashlight_vs11.inc"
+#include "eyes_flashlight_ps11.inc"
+
+#include "eye_refract_vs20.inc"
+#include "eye_refract_ps20.inc"
+#include "eye_refract_ps20b.inc"
+
+#ifndef _X360
+#include "eye_refract_vs30.inc"
+#include "eye_refract_ps30.inc"
+#endif
+
+#include "convar.h"
+
+static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT );
+
+void InitParams_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eye_Refract_Vars_t &info )
+{
+ // FLASHLIGHTFIXME
+
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+
+
+ // Set material flags
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ // Set material parameter default values
+ if ( ( info.m_nIntro >= 0 ) && ( !params[info.m_nIntro]->IsDefined() ) )
+ {
+ params[info.m_nIntro]->SetIntValue( kDefaultIntro );
+ }
+
+ if ( ( info.m_nDilation >= 0 ) && ( !params[info.m_nDilation]->IsDefined() ) )
+ {
+ params[info.m_nDilation]->SetFloatValue( kDefaultDilation );
+ }
+
+ if ( ( info.m_nGlossiness >= 0 ) && ( !params[info.m_nGlossiness]->IsDefined() ) )
+ {
+ params[info.m_nGlossiness]->SetFloatValue( kDefaultGlossiness );
+ }
+
+ if ( ( info.m_nSphereTexKillCombo >= 0 ) && ( !params[info.m_nSphereTexKillCombo]->IsDefined() ) )
+ {
+ params[info.m_nSphereTexKillCombo]->SetIntValue( kDefaultSphereTexKillCombo );
+ }
+
+ if ( ( info.m_nRaytraceSphere >= 0 ) && ( !params[info.m_nRaytraceSphere]->IsDefined() ) )
+ {
+ params[info.m_nRaytraceSphere]->SetIntValue( kDefaultRaytraceSphere );
+ }
+
+ if ( ( info.m_nAmbientOcclColor >= 0 ) && ( !params[info.m_nAmbientOcclColor]->IsDefined() ) )
+ {
+ params[info.m_nAmbientOcclColor]->SetVecValue( kDefaultAmbientOcclColor, 4 );
+ }
+
+ if ( ( info.m_nEyeballRadius >= 0 ) && ( !params[info.m_nEyeballRadius]->IsDefined() ) )
+ {
+ params[info.m_nEyeballRadius]->SetFloatValue( kDefaultEyeballRadius );
+ }
+
+ if ( ( info.m_nParallaxStrength >= 0 ) && ( !params[info.m_nParallaxStrength]->IsDefined() ) )
+ {
+ params[info.m_nParallaxStrength]->SetFloatValue( kDefaultParallaxStrength );
+ }
+
+ if ( ( info.m_nCorneaBumpStrength >= 0 ) && ( !params[info.m_nCorneaBumpStrength]->IsDefined() ) )
+ {
+ params[info.m_nCorneaBumpStrength]->SetFloatValue( kDefaultCorneaBumpStrength );
+ }
+}
+
+void Init_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, Eye_Refract_Vars_t &info )
+{
+ pShader->LoadTexture( info.m_nCorneaTexture ); // SHADER_SAMPLER0 (this is a normal, hence not sRGB)
+ pShader->LoadTexture( info.m_nIris, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER1
+ pShader->LoadCubeMap( info.m_nEnvmap, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER2
+ pShader->LoadTexture( info.m_nAmbientOcclTexture, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER3
+
+ if ( IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ) )
+ {
+ pShader->LoadTexture( info.m_nDiffuseWarpTexture ); // SHADER_SAMPLER4
+ }
+
+ pShader->LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // SHADER_SAMPLER5
+}
+
+void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
+{
+ bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
+ bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;
+
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion
+
+ // 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 );
+
+ if ( bDiffuseWarp )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp
+ }
+
+ int nShadowFilterMode = 0;
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+
+ pShaderShadow->EnableDepthWrites( false );
+ pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( eye_refract_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
+ bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
+
+ DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER( eye_refract_ps20b );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
+ }
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER( eye_refract_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
+ SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
+ SET_STATIC_VERTEX_SHADER( eye_refract_vs30 );
+
+ bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
+ bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );
+
+ DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER( eye_refract_ps30 );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map
+ }
+ }
+#endif
+
+ // On DX9, get the gamma read and write correct
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion
+ pShaderShadow->EnableSRGBWrite( true );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie
+ }
+
+ // Fog
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ pShader->FogToBlack();
+ }
+ else
+ {
+ pShader->FogToFogColor();
+ }
+ }
+ DYNAMIC_STATE
+ {
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture = NULL;
+ FlashlightState_t flashlightState;
+ bool bFlashlightShadows = false;
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ bFlashlightShadows = flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
+ }
+
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); // Cornea normal
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
+ pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
+ pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
+
+ if ( bDiffuseWarp )
+ {
+ if ( r_lightwarpidentity.GetBool() )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
+ }
+ else
+ {
+ pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
+ }
+ }
+
+ if ( bDrawFlashlightAdditivePass == true )
+ pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ pShader->SetAmbientCubeDynamicStateVertexShader();
+
+ pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
+ pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
+ pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
+
+ LightState_t lightState = { 0, false, false };
+ if ( bDrawFlashlightAdditivePass == false )
+ {
+ pShaderAPI->GetDX9LightState( &lightState );
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_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() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
+ 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() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
+ }
+#endif
+
+ // Get luminance of ambient cube and saturate it
+ float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );
+
+ // Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
+ float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
+ vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
+ vPSConst[2] = fAverageAmbient;
+ vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
+ pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );
+
+ pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
+ pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
+ pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );
+
+ float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
+ pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );
+ pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 );
+
+ float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ //vPackedConst6[0] Unused
+ vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
+ //vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere;
+ vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength;
+ pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );
+
+ float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
+
+ // Controls for lerp-style paths through shader code
+ float vShaderControls[4] = { fPixelFogType, 0, 0, 0 };
+ pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ SetFlashLightColorFromState( flashlightState, pShaderAPI );
+
+ if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
+ {
+ pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
+ }
+ }
+
+ // Flashlight tax
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
+ }
+ else // ps.2.0
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
+ }
+#endif
+
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ if ( bDrawFlashlightAdditivePass == true )
+ {
+ float atten[4], pos[4], tweaks[4];
+ atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
+ atten[1] = flashlightState.m_fLinearAtten;
+ atten[2] = flashlightState.m_fQuadraticAtten;
+ atten[3] = flashlightState.m_FarZ;
+ pShaderAPI->SetPixelShaderConstant( 7, atten, 1 );
+
+ pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ pShaderAPI->SetPixelShaderConstant( 8, pos, 1 );
+
+ //pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 );
+ //10
+ //11
+ //12
+
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 );
+
+ // Tweaks associated with a given flashlight
+ tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
+ tweaks[1] = ShadowAttenFromState( flashlightState );
+ pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
+ pShaderAPI->SetPixelShaderConstant( 9, tweaks, 1 );
+
+ // Dimensions of screen, used for screen-space noise map sampling
+ float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
+ int nWidth, nHeight;
+ pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
+ vScreenScale[0] = (float) nWidth / 32.0f;
+ vScreenScale[1] = (float) nHeight / 32.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
+ }
+ else // Lighting constants when not drawing flashlight
+ {
+ pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
+ }
+
+ // Intro tax
+ if ( bIntro )
+ {
+ float curTime = params[info.m_nWarpParam]->GetFloatValue();
+ float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
+ if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) )
+ {
+ params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
+ }
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 );
+ }
+ }
+ pShader->Draw();
+}
+
+
+extern ConVar r_flashlight_version2;
+void Draw_Eyes_Refract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
+{
+ bool bHasFlashlight = pShader->UsingFlashlight( params );
+ if( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
+ {
+ Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression );
+ if ( pShaderShadow )
+ {
+ pShader->SetInitialShadowState( );
+ }
+ }
+ Draw_Eyes_Refract_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression );
+}