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-rw-r--r--sp/src/materialsystem/stdshaders/worldtwotextureblend.cpp500
1 files changed, 500 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/worldtwotextureblend.cpp b/sp/src/materialsystem/stdshaders/worldtwotextureblend.cpp
new file mode 100644
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--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/worldtwotextureblend.cpp
@@ -0,0 +1,500 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+
+#include "convar.h"
+
+#include "lightmappedgeneric_vs20.inc"
+#include "WorldTwoTextureBlend_ps20.inc"
+#include "WorldTwoTextureBlend_ps20b.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern ConVar r_flashlight_version2;
+
+// FIXME: Need to make a dx9 version so that "CENTROID" works.
+BEGIN_VS_SHADER( WorldTwoTextureBlend,
+ "Help for WorldTwoTextureBlend" )
+
+BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
+ SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "albedo (Base texture with no baked lighting)" )
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
+ SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
+ SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
+ "If this is 1, then when detail alpha=0, no base texture is blended and when "
+ "detail alpha=1, you get detail*base*lightmap" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
+ 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( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
+ SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
+END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ return "WorldTwoTextureBlend_DX6";
+
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "WorldTwoTextureBlend_DX8";
+
+ return 0;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+
+ if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
+ {
+ params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
+ }
+
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+
+ // Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
+ if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && params[ALBEDO]->IsDefined() &&
+ params[BASETEXTURE]->IsDefined() &&
+ !( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
+ {
+ params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
+ }
+
+ if( !params[NODIFFUSEBUMPLIGHTING]->IsDefined() )
+ {
+ params[NODIFFUSEBUMPLIGHTING]->SetIntValue( 0 );
+ }
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ {
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ {
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+ }
+
+ if( !params[BUMPFRAME]->IsDefined() )
+ {
+ params[BUMPFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[DETAILFRAME]->IsDefined() )
+ {
+ params[DETAILFRAME]->SetIntValue( 0 );
+ }
+
+ // 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() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
+ }
+ }
+
+ SHADER_INIT
+ {
+ if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
+ {
+ LoadBumpMap( BUMPMAP );
+ }
+
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+
+ if (params[DETAIL]->IsDefined())
+ {
+ LoadTexture( DETAIL );
+ }
+
+ LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+ }
+
+ // We always need this because of the flashlight.
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ }
+
+ void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression )
+ {
+ bool hasBump = params[BUMPMAP]->IsTexture();
+ bool hasDiffuseBumpmap = hasBump && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
+ bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
+ bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture();
+ bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
+ bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0;
+ bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
+
+ BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
+ bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
+
+ bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0;
+
+ SHADOW_STATE
+ {
+ int nShadowFilterMode = 0;
+
+ // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
+ pShaderShadow->EnableAlphaTest( bIsAlphaTested );
+ if( hasFlashlight )
+ {
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+
+ SetAdditiveBlendingShadowState( BASETEXTURE, true );
+ pShaderShadow->EnableDepthWrites( false );
+
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+ }
+ else
+ {
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+
+ unsigned int flags = VERTEX_POSITION;
+ if( hasBaseTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+ }
+ // if( hasLightmap )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
+ }
+ if( hasFlashlight )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
+ flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
+ }
+ if( hasDetailTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ }
+ if( hasBump )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ }
+ if( hasVertexColor )
+ {
+ flags |= VERTEX_COLOR;
+ }
+
+ // Normalizing cube map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
+
+ // texcoord0 : base texcoord
+ // texcoord1 : lightmap texcoord
+ // texcoord2 : lightmap texcoord offset
+ int numTexCoords = 2;
+ if( hasBump )
+ {
+ numTexCoords = 3;
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ // Pre-cache pixel shaders
+ bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
+ SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
+#ifdef _X360
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
+#endif
+ SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
+ SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
+ }
+
+ // HACK HACK HACK - enable alpha writes all the time so that we have them for
+ // underwater stuff.
+ // But only do it if we're not using the alpha already for translucency
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+
+
+ if( hasFlashlight )
+ {
+ FogToBlack();
+ }
+ else
+ {
+ DefaultFog();
+ }
+ }
+ DYNAMIC_STATE
+ {
+ if( hasBaseTexture )
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
+ }
+
+ // if( hasLightmap )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+ }
+
+ bool bFlashlightShadows = false;
+ if( hasFlashlight )
+ {
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
+
+ SetFlashLightColorFromState( state, pShaderAPI );
+
+ BindTexture( SHADER_SAMPLER2, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
+
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() )
+ {
+ BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture );
+ }
+ }
+ if( hasDetailTexture )
+ {
+ BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
+ }
+ if( hasBump )
+ {
+ if( !g_pConfig->m_bFastNoBump )
+ {
+ BindTexture( SHADER_SAMPLER4, BUMPMAP, BUMPFRAME );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
+
+ // If we don't have a texture transform, we don't have
+ // to set vertex shader constants or run vertex shader instructions
+ // for the texture transform.
+ bool bHasTextureTransform =
+ !( params[BASETEXTURETRANSFORM]->MatrixIsIdentity() &&
+ params[BUMPTRANSFORM]->MatrixIsIdentity() );
+
+ bool bVertexShaderFastPath = !bHasTextureTransform;
+ if( params[DETAIL]->IsTexture() )
+ {
+ bVertexShaderFastPath = false;
+ }
+ if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 )
+ {
+ bVertexShaderFastPath = false;
+ }
+
+ float color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ ComputeModulationColor( color );
+ if( !( bVertexShaderFastPath && color[0] == 1.0f && color[1] == 1.0f && color[2] == 1.0f && color[3] == 1.0f ) )
+ {
+ bVertexShaderFastPath = false;
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+ if (! bSeamlessMapping)
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ if( hasBump && !bHasDetailAlpha )
+ {
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM );
+ Assert( !hasDetailTexture );
+ }
+ }
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO(
+ LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
+ SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+
+ bool bWriteDepthToAlpha;
+ bool bWriteWaterFogToAlpha;
+ if( bFullyOpaque )
+ {
+ bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
+ bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
+ AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
+ }
+ else
+ {
+ //can't write a special value to dest alpha if we're actually using as-intended alpha
+ bWriteDepthToAlpha = false;
+ bWriteWaterFogToAlpha = false;
+ }
+
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
+
+ // Don't write fog to alpha if we're using translucency
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
+
+ // Don't write fog to alpha if we're using translucency
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) &&
+ (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
+ }
+
+
+ // always set the transform for detail textures since I'm assuming that you'll
+ // always have a detailscale.
+ if( hasDetailTexture )
+ {
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE );
+ Assert( !( hasBump && !bHasDetailAlpha ) );
+ }
+
+ SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT );
+
+ float eyePos[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
+ pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
+ pShaderAPI->SetPixelShaderFogParams( 11 );
+
+ if ( bSeamlessMapping )
+ {
+ float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0};
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
+ }
+
+
+ if( hasFlashlight )
+ {
+ VMatrix worldToTexture;
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+
+ // Set the flashlight attenuation factors
+ float atten[4];
+ atten[0] = flashlightState.m_fConstantAtten;
+ atten[1] = flashlightState.m_fLinearAtten;
+ atten[2] = flashlightState.m_fQuadraticAtten;
+ atten[3] = flashlightState.m_FarZ;
+ pShaderAPI->SetPixelShaderConstant( 20, atten, 1 );
+
+ // Set the flashlight origin
+ float pos[4];
+ pos[0] = flashlightState.m_vecLightOrigin[0];
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ pos[3] = 1.0f;
+ pShaderAPI->SetPixelShaderConstant( 15, pos, 1 );
+
+ pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 );
+ }
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ bool bHasFlashlight = UsingFlashlight( params );
+ if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
+ {
+ DrawPass( params, pShaderAPI, pShaderShadow, false, vertexCompression );
+ SHADOW_STATE
+ {
+ SetInitialShadowState( );
+ }
+ }
+ DrawPass( params, pShaderAPI, pShaderShadow, bHasFlashlight, vertexCompression );
+ }
+
+END_SHADER
+