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
		}

#if !defined( PLATFORM_X360 )
		bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 )));
#endif

		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 );
			pShaderShadow->EnableAlphaWrites( false );
			pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending 
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Flashlight cookie
		}
		else
		{
			pShaderShadow->EnableAlphaWrites( true );
		}

#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_COMBO( WORLD_NORMAL, 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_COMBO( WORLD_NORMAL, 0 );
				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_COMBO( WORLD_NORMAL, 0 );
				SET_STATIC_PIXEL_SHADER( eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );	// Screen space ambient occlusion

			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
			SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );

			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_COMBO( WORLD_NORMAL, bWorldNormal );
			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_COMBO( WORLD_NORMAL, bWorldNormal );
			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_SAMPLER0, false );		// Cornea normal
		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 ( bDiffuseWarp )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );		// Light Warp
		}

		if ( bDrawFlashlightAdditivePass == true )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );		// Flashlight cookie
		}

		// Fog
		if ( bDrawFlashlightAdditivePass == true )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->FogToFogColor();
		}

		// Per-instance state
		pShader->PI_BeginCommandBuffer();
		if ( !bDrawFlashlightAdditivePass )
		{
			pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
		}
		pShader->PI_SetVertexShaderAmbientLightCube();
		pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 );
		pShader->PI_EndCommandBuffer();
	}
	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;
		}

		bool bSinglePassFlashlight = false;

		pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture );
		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 );
			}
		}

		// On PC, we sample from ambient occlusion texture
		if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
		{
			ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION );

			if ( pAOTexture )
			{
				pShader->BindTexture( SHADER_SAMPLER8, pAOTexture );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );
			}
		}

		if ( bDrawFlashlightAdditivePass == true )
			pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

		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 );
		}

		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
			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 );

			if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
			{
				float vEyeDir[4];
				pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

				float flFarZ = pShaderAPI->GetFarZ();
				vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
				vEyeDir[1] /= flFarZ;
				vEyeDir[2] /= flFarZ;
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir );
			}

			TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
			if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
			{
				pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );

				bool bHasDisplacement = false; // TODO
				float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions );
			}

			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
			SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
		}
#endif

		// 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] = 0.0f; // NOT USED
		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 );

		float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f };
		if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) )
		{
			params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 );
		}
		vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f;

		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 );

		if ( bDrawFlashlightAdditivePass == true )
		{
			SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight );

			if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
			}
		}

		if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
		{
			float vEyeDir[4];
			pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

			float flFarZ = pShaderAPI->GetFarZ();
			vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
			vEyeDir[1] /= flFarZ;
			vEyeDir[2] /= flFarZ;
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir );
		}

		// 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, nFixedLightingMode ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );

			// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
			pShaderAPI->SetScreenSizeForVPOS();

			SetupUberlightFromState( pShaderAPI, flashlightState );
		}
#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_FarZAtten;
			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->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( flashlightState );
			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 );

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

			vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion;
		}

		vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f );
		pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 );

		// 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_5, timeVec, 1 );
		}
	}
	pShader->Draw();
}
	void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
		IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression )
	{
		bool bSinglePassFlashlight = false;
		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;

		bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() );

		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, !bShaderSrgbRead );
			}
			//			if( hasLightmap )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
			}
			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 );

			int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				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( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				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( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
	#ifdef _X360
				SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
	#endif
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
				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_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			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_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				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_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				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();
			}

			PI_BeginCommandBuffer();
			PI_SetModulationVertexShaderDynamicState( );
			PI_EndCommandBuffer();
		}
		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;
			bool bUberlight = false;
			if( hasFlashlight )
			{
				VMatrix worldToTexture;
				ITexture *pFlashlightDepthTexture;
				FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
				bFlashlightShadows = state.m_bEnableShadows;
				bUberlight = state.m_bUberlight;

				SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight );

				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;
			}

			if( !bVertexShaderFastPath )
			{
				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();

			if ( IsPC() )
			{
				bool bWorldNormal = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH;
				if ( bWorldNormal )
				{
					float vEyeDir[4];
					pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

					float flFarZ = pShaderAPI->GetFarZ();
					vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
					vEyeDir[1] /= flFarZ;
					vEyeDir[2] /= flFarZ;
					pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vEyeDir );
				}
			}

#ifndef _X360
			if (g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				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;
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );

				// 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( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			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( 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( 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_FarZAtten;
				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] = flashlightState.m_FarZ; // didn't have this in main. . probably need this?
				pShaderAPI->SetPixelShaderConstant( 15, pos, 1 );

				pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 );

				if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
				{
					SetupUberlightFromState( pShaderAPI, flashlightState );
				}
			}
		}
		Draw();
	}
void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight, 
								 IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, 
								 LightmappedGeneric_DX9_Vars_t &info,
								 CBasePerMaterialContextData **pContextDataPtr
								 )
{
	CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr );
	if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged  || hasFlashlight )
	{
		bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
		int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
		BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
		bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
		bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use
		bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested;
		bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow;

		if ( ! pContextData )								// make sure allocated
		{
			pContextData = new CLightmappedGeneric_DX9_Context;
			*pContextDataPtr = pContextData;
		}

		bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() );
		bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) &&	( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() );
		bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
		bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
		bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture();
		bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
		bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
		bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
			!hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0);
		bool bHasBlendModulateTexture = 
			(info.m_nBlendModulateTexture != -1) &&
			(params[info.m_nBlendModulateTexture]->IsTexture() );
		bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );

        // Parallax cubemaps
        bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->IsDefined();

		if ( hasFlashlight && !IsX360() )				
		{
			// !!speed!! do this in the caller so we don't build struct every time
			CBaseVSShader::DrawFlashlight_dx90_Vars_t vars;
			vars.m_bBump = hasBump;
			vars.m_nBumpmapVar = info.m_nBumpmap;
			vars.m_nBumpmapFrame = info.m_nBumpFrame;
			vars.m_nBumpTransform = info.m_nBumpTransform;
			vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
			vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
			vars.m_bLightmappedGeneric = true;
			vars.m_bWorldVertexTransition = hasBaseTexture2;
			vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
			vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
			vars.m_nBumpmap2Var = info.m_nBumpmap2;
			vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
			vars.m_nBump2Transform = info.m_nBumpTransform2;
			vars.m_nAlphaTestReference = info.m_nAlphaTestReference;
			vars.m_bSSBump = hasSSBump;
			vars.m_nDetailVar = info.m_nDetail;
			vars.m_nDetailScale = info.m_nDetailScale;
			vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode;
			vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor;
			vars.m_nDetailTint = info.m_nDetailTint;

			if ( ( info.m_nSeamlessMappingScale != -1 ) )
				vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue();
			else
				vars.m_fSeamlessScale = 0.0;
			pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars );
			return;
		}

		pContextData->m_bFullyOpaque = bFullyOpaque;
		pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;

		NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
		if ( hasBump && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			ITexture *pBumpTex = params[info.m_nBumpmap]->GetTextureValue();
			if ( pBumpTex )
			{
				nNormalDecodeMode = pBumpTex->GetNormalDecodeMode();

				if ( hasBump2 )			// Check encoding of secondary normal if there is oneg
				{
					ITexture *pBumpTex2 = params[info.m_nBumpmap]->GetTextureValue();
					if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) )
					{
						DevMsg("LightmappedGeneric: Primary and Secondary normal map compression formats don't match.  This is unsupported!\n");
						Assert(0);
					}
				}
			}
		}

		int nNormalMaskDecodeMode = 0;
		if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue();
			if ( pBumpMaskTex )
			{
				nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode();
			}
		}

		bool bHasOutline = IsBoolSet( info.m_nOutline, params );
		pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline;
		bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params );
		bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
		
		
		float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );

		if ( pShaderShadow || bNeedRegenStaticCmds )
		{
			bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
			bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0);

			bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();

			bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && 
									  ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
			
			if ( bNeedRegenStaticCmds )
			{
				pContextData->ResetStaticCmds();
				CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;


				if( !hasBaseTexture )
				{
					if( hasEnvmap )
					{
						// if we only have an envmap (no basetexture), then we want the albedo to be black.
						staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
					}
					else
					{
						staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
					}
				}
				staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );

				if ( bSeamlessMapping )
				{
					staticCmdsBuf.SetVertexShaderConstant4(
						VERTEX_SHADER_SHADER_SPECIFIC_CONST_0,
						params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 );
				}
				staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 );
				staticCmdsBuf.SetPixelShaderFogParams( 11 );
				staticCmdsBuf.End();
				// now, copy buf
				pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()];
				memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
			}
			if ( pShaderShadow )
			{

				// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
				pShaderShadow->EnableAlphaTest( bIsAlphaTested );
				if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
				{
					pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
				}

				pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );

				unsigned int flags = VERTEX_POSITION;

				// base texture
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );

				if ( hasLightWarpTexture )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
				}
				if ( bHasBlendModulateTexture )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
				}

				if ( hasBaseTexture2 )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
				}
//		if( hasLightmap )
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
				}
				else
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
				}

				if( hasEnvmap || ( IsX360() && hasFlashlight ) )
				{
					if( hasEnvmap )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
						if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
						{
							pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
						}
					}
					flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
				}

				int nDetailBlendMode = 0;
				if ( hasDetailTexture )
				{
					nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params );
					ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue();
					if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP )
					{
						if ( hasBump )
							nDetailBlendMode = 10;					// ssbump
						else
							nDetailBlendMode = 11;					// ssbump_nobump
					}
				}

				if( hasDetailTexture )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );
					bool bSRGBState = ( nDetailBlendMode == 1 );
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState );
				}

				if( hasBump || hasNormalMapAlphaEnvmapMask )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
					if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );	// Normal map alpha, in the compressed normal case
					}
				}
				if( hasBump2 )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
					if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );	// Secondary normal alpha, in the compressed normal case
					}
				}
				if( hasBumpMask )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
					if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );	// Normal mask alpha, in the compressed normal case
					}
				}
				if( hasEnvmapMask )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
				}

				if( hasFlashlight && IsX360() )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
					pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
					pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 );
					pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
				}

				if( hasVertexColor || hasBaseTexture2 || hasBump2 )
				{
					flags |= VERTEX_COLOR;
				}

				// 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 hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );

				int bumpmap_variant=(hasSSBump) ? 2 : hasBump;
				bool bMaskedBlending=( (info.m_nMaskedBlending != -1) &&
									   (params[info.m_nMaskedBlending]->GetIntValue() != 0) );

				DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
				SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK,  hasEnvmapMask );
				SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE,  params[info.m_nEnvmap]->IsTexture() );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask );

				bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping );
				SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping );
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
#ifdef _X360
				SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
                SET_STATIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20);

				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
                    DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b);
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
					SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  bumpmap_variant );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
					SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
					SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
					SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK,  hasEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK,  hasBaseAlphaEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
					SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP,  params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
					SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
					SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping );
					SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
					SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
					SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
					SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
					SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int)  nNormalDecodeMode );
					SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) nNormalMaskDecodeMode );
                    // Parallax cubemaps enabled for 2_0b and onwards
                    SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection );
#ifdef _X360
					SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
                    SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b);
				}
				else
				{
                    DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20);
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
					SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  bumpmap_variant );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
					SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
					SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
					SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
					SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK,  hasEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK,  hasBaseAlphaEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
					SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP,  params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
					SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
					SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
					SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
					SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
					SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
					SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
					SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 );					// No normal compression with ps_2_0	(yikes!)
					SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 );				// No normal compression with ps_2_0
                    // Parallax cubemaps
                    SET_STATIC_PIXEL_SHADER_COMBO(PARALLAXCORRECT, 0); // No parallax cubemaps with ps_2_0
                    SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20);
				}
				// HACK HACK HACK - enable alpha writes all the time so that we have them for
				// underwater stuff and writing depth to dest alpha
				// But only do it if we're not using the alpha already for translucency
				pShaderShadow->EnableAlphaWrites( bFullyOpaque );

				pShaderShadow->EnableSRGBWrite( true );

				pShader->DefaultFog();


			} // end shadow state
		} // end shadow || regen display list
		if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
		{
			// need to regenerate the semistatic cmds
			pContextData->m_SemiStaticCmdsOut.Reset();
			pContextData->m_bMaterialVarsChanged = false;

			bool bHasBlendMaskTransform= (
				(info.m_nBlendMaskTransform != -1) &&
				(info.m_nMaskedBlending != -1) &&
				(params[info.m_nMaskedBlending]->GetIntValue() ) &&
				( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
			
			// 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[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
				   params[info.m_nBumpTransform]->MatrixIsIdentity() &&
				   params[info.m_nBumpTransform2]->MatrixIsIdentity() &&
				   params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
			
			bHasTextureTransform |= bHasBlendMaskTransform;
			
			pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;

			if( params[info.m_nDetail]->IsTexture() )
			{
				pContextData->m_bVertexShaderFastPath = false;
			}
			if (bHasBlendMaskTransform)
			{
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( 
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform );
			}

			if ( ! pContextData->m_bVertexShaderFastPath )
			{
				bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && 
										  ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
				bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
				if (!bSeamlessMapping )
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
				// If we have a detail texture, then the bump texcoords are the same as the base texcoords.
				if( hasBump && !hasDetailTexture )
				{
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
				}
				if( hasEnvmapMask )
				{
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
				}
				else if ( hasBump2 )
				{
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 );
				}
			}
			pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint );
			// set up shader modulation color
			float color[4] = { 1.0, 1.0, 1.0, 1.0 };
			pShader->ComputeModulationColor( color );
			float flLScale = pShaderAPI->GetLightMapScaleFactor();
			color[0] *= flLScale;
			color[1] *= flLScale;
			color[2] *= flLScale;

			pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );

			color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color );
			
			if ( hasDetailTexture )
			{
				float detailTintAndBlend[4] = {1, 1, 1, 1};
				
				if ( info.m_nDetailTint != -1 )
				{
					params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 );
				}
				
				detailTintAndBlend[3] = fDetailBlendFactor;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend );
			}
			
			float envmapTintVal[4];
			float selfIllumTintVal[4];
			params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 );
			params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 );
			float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
			float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue();
			float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
			bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();

			pContextData->m_bPixelShaderFastPath = true;
			bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
			bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
			bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); 
			if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
			{
				pContextData->m_bPixelShaderFastPath = false;
			}
			if( !pContextData->m_bPixelShaderFastPath )
			{
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 );
				pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() );
				pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() );
				float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue();
				// [ 0, 0, 1-R(0), R(0) ]
				pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel );
				
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() );
			}
			else
			{
				if ( bHasOutline )
				{
					float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ),
												GetFloatParam( info.m_nOutlineStart1, params ),
												GetFloatParam( info.m_nOutlineEnd0, params ),
												GetFloatParam( info.m_nOutlineEnd1, params ),
												0,0,0,
												GetFloatParam( info.m_nOutlineAlpha, params ) };
					if ( info.m_nOutlineColor != -1 )
					{
						params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 );
					}
					pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 );
				}
				
				if ( bHasSoftEdges )
				{
					pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 
						4, GetFloatParam( info.m_nEdgeSoftnessStart, params ),
						GetFloatParam( info.m_nEdgeSoftnessEnd, params ),
						0,0 );
				}
			}
			// texture binds
			if( hasBaseTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
			}
			// handle mat_fullbright 2
			bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
			if( bLightingOnly )
			{
				// BASE TEXTURE
				if( hasSelfIllum )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
				}
				
				// BASE TEXTURE 2	
				if( hasBaseTexture2 )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY );
				}

				// DETAIL TEXTURE
				if( hasDetailTexture )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY );
				}

				// disable color modulation
				float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );

				// turn off environment mapping
				envmapTintVal[0] = 0.0f;
				envmapTintVal[1] = 0.0f;
				envmapTintVal[2] = 0.0f;
			}

			// always set the transform for detail textures since I'm assuming that you'll
			// always have a detailscale.
			if( hasDetailTexture )
			{
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
			}
			
			if( hasBaseTexture2 )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
			}
			if( hasDetailTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame );
			}

			if( hasBump || hasNormalMapAlphaEnvmapMask )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER4, SHADER_SAMPLER9, info.m_nBumpmap, info.m_nBumpFrame );
					}
					else
					{
						pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame );
					}
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
				}
			}
			if( hasBump2 )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER5, SHADER_SAMPLER10, info.m_nBumpmap2, info.m_nBumpFrame2 );
					}
					else
					{
						pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 );
					}
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );
				}
			}
			if( hasBumpMask )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
					{
						Assert(0);
						//pContextData->m_SemiStaticCmdsOut.BindTexture( SHADER_SAMPLER8, SHADER_SAMPLER11, info.m_nBumpMask );
					}
					else
					{
						pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 );
					}
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT );
				}
			}
			
			if( hasEnvmapMask )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
			}
			
			if ( hasLightWarpTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 );
			}
			
			if ( bHasBlendModulateTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 );
			}

            // Parallax cubemaps
            if (hasParallaxCorrection)
            {
                pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(21, params[info.m_nEnvmapOrigin]->GetVecValue());

                float* vecs[3];
                vecs[0] = const_cast<float*>(params[info.m_nEnvmapParallaxObb1]->GetVecValue());
                vecs[1] = const_cast<float*>(params[info.m_nEnvmapParallaxObb2]->GetVecValue());
                vecs[2] = const_cast<float*>(params[info.m_nEnvmapParallaxObb3]->GetVecValue());
                float matrix[4][4];
                for (int i = 0; i < 3; i++)
                {
                    for (int j = 0; j < 4; j++)
                    {
                        matrix[i][j] = vecs[i][j];
                    }
                }
                matrix[3][0] = matrix[3][1] = matrix[3][2] = 0;
                matrix[3][3] = 1;
                pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(22, &matrix[0][0], 4);
            }

			pContextData->m_SemiStaticCmdsOut.End();
		}
	}
	DYNAMIC_STATE
	{
		CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
		DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
		DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );

		bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();

		if( hasEnvmap )
		{
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame );
		}
		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );

		bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;

		if( nFixedLightingMode != 0 )
		{
			if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline )
				nFixedLightingMode = 0;
			else
				bVertexShaderFastPath = false;
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
        DECLARE_DYNAMIC_VERTEX_SHADER(sdk_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, 
			(nFixedLightingMode)?1:0
			);
        SET_DYNAMIC_VERTEX_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_vs20);

		bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;
		if( nFixedLightingMode !=0 )
		{
			bPixelShaderFastPath = false;
		}
		bool bWriteDepthToAlpha;
		bool bWriteWaterFogToAlpha;
		if(  pContextData->m_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;
		}

		float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
		if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
            DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b);
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH,  bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
 			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST,  bPixelShaderFastPath && envmapContrast == 1.0f );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			
			// Don't write fog to alpha if we're using translucency
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
			
            SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20b);
		}
		else
		{
            DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20);
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH,  bPixelShaderFastPath );
 			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST,  bPixelShaderFastPath && envmapContrast == 1.0f );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			
			// Don't write fog to alpha if we're using translucency
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO(	LIGHTING_PREVIEW, nFixedLightingMode );
			
            SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20);
		}

		if( hasFlashlight && IsX360() )
		{
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );

			DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );

			SetFlashLightColorFromState( flashlightState, pShaderAPI );

			float atten[4], pos[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;
			DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 );

			pos[0] = flashlightState.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = flashlightState.m_vecLightOrigin[1];
			pos[2] = flashlightState.m_vecLightOrigin[2];
			DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 );

			pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 );
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D );

				// Tweaks associated with a given flashlight
				float tweaks[4];
				tweaks[0] = ShadowFilterFromState( flashlightState );
				tweaks[1] = ShadowAttenFromState( flashlightState );
				pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
				DynamicCmdsOut.SetPixelShaderConstant( 19, 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;
				DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 );
			}
		}

		DynamicCmdsOut.End();
		pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
	}
	pShader->Draw();

	if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest )
	{
		//Alpha testing makes it so we can't write to dest alpha
		//Writing to depth makes it so later polygons can't write to dest alpha either
		//This leads to situations with garbage in dest alpha.

		//Fix it now by converting depth to dest alpha for any pixels that just wrote.
		pShader->DrawEqualDepthToDestAlpha();
	}
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
	IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
	bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
	bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture();
	bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
	bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
	bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
	bool hasSelfIllumInEnvMapMask =
		( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
		( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
	bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture();
	bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture();
	
	BlendType_t blendType;
	if ( params[info.m_nBaseTexture]->IsTexture() )
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	}
	else
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
	}

	
	if( pShader->IsSnapshotting() )
	{
		// look at color and alphamod stuff.
		// Unlit generic never uses the flashlight
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && 
			params[info.m_nEnvmapMask]->IsTexture();
		bool bHasNormal = bVertexLitGeneric || hasEnvmap;

		if( hasFlashlight )
		{
			hasEnvmapMask = false;
		}

		bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
		// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
		pShaderShadow->EnableAlphaTest( bIsAlphaTested );

		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
		}

		if( hasFlashlight )
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
			}
			if( bIsAlphaTested )
			{
				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
				// be the same on both the regular pass and the flashlight pass.
				pShaderShadow->EnableAlphaTest( false );
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
			}
			pShaderShadow->EnableBlending( true );
			pShaderShadow->EnableDepthWrites( false );
		}
		else
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
			}
		}
		
		unsigned int flags = VERTEX_POSITION;
		int nTexCoordCount = 1; // texcoord0 : base texcoord
		int userDataSize = 0;
		if( bHasNormal )
		{
			flags |= VERTEX_NORMAL;
		}

		if( hasBaseTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
		}
		if( hasEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
			{
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
			}
		}
		if( hasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
			userDataSize = 4; // tangent S
		}
		if( hasDetailTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		}
		if( hasBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			userDataSize = 4; // tangent S
			// Normalizing cube map
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
		}
		if( hasEnvmapMask )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if( hasVertexColor || hasVertexAlpha )
		{
			flags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableSRGBWrite( true );
		
		if( bHasSelfIllumMap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}

		if( bHasFlowMap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		}

		// This shader supports compressed vertices, so OR in that flag:
		flags |= VERTEX_FORMAT_COMPRESSED;

		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		Assert( hasBump );
	
#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_VERTEX_SHADER( vortwarp_vs20 );
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
				SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
				SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
				SET_STATIC_PIXEL_SHADER( vortwarp_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
				SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
				SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
				SET_STATIC_PIXEL_SHADER( vortwarp_ps20 );
			}
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_VERTEX_SHADER( vortwarp_vs30 );

			DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
			SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
			SET_STATIC_PIXEL_SHADER( vortwarp_ps30 );
		}
#endif

		if( hasFlashlight )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->DefaultFog();
		}

		if( blendType == BT_BLEND )
		{
			pShaderShadow->EnableBlending( true );
			pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
			pShaderShadow->EnableAlphaWrites( false );
		}
		else
		{
			pShaderShadow->EnableAlphaWrites( true );
		}
	}
	else
	{
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();

		if( hasBaseTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}
		if( hasEnvmap )
		{
			pShader->BindTexture( SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame );
		}
		if( hasDetailTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
		}
		if( !g_pConfig->m_bFastNoBump )
		{
			if( hasBump )
			{
				pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
			}
		}
		else
		{
			if( hasBump )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
			}
		}
		if( hasEnvmapMask )
		{
			pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
		}

		if( hasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			SetFlashLightColorFromState( state, pShaderAPI );
		}

		// Set up light combo state
		LightState_t lightState = {0, false, false};
		if ( bVertexLitGeneric && !hasFlashlight )
		{
			pShaderAPI->GetDX9LightState( &lightState );
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		int numBones = pShaderAPI->GetCurrentNumBones();

		Assert( hasBump );

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING,  numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );

			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
					blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				float warpParam = params[info.m_nWarpParam]->GetFloatValue();
		//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
		//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
				SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
					blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				float warpParam = params[info.m_nWarpParam]->GetFloatValue();
		//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
		//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
				SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

			DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );

			DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
				blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			float warpParam = params[info.m_nWarpParam]->GetFloatValue();
			//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
			//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
			SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
		}
#endif

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );

		if( hasDetailTexture )
		{
			pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
			Assert( !hasBump );
		}
		if( hasBump )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
			Assert( !hasDetailTexture );
		}
		if( hasEnvmapMask )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
		}
		
		if( hasEnvmap )
		{
			pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
		}
		if( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
		}
		else
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		}

		pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
		pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );

		pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint );
		pShader->SetAmbientCubeDynamicStateVertexShader();
		if( hasBump )
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
			pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
            pShaderAPI->CommitPixelShaderLighting( 13 );
	
		}

		if( bHasSelfIllumMap )
		{
			pShader->BindTexture( SHADER_SAMPLER6, info.m_nSelfIllumMap, -1 );
		}

		if( bHasFlowMap )
		{
			pShader->BindTexture( SHADER_SAMPLER2, info.m_nFlowMap, -1 );
		}

		float eyePos[4];
		pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
		pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
		pShaderAPI->SetPixelShaderFogParams( 21 );

		// dynamic drawing code that extends vertexlitgeneric
		float curTime = params[info.m_nWarpParam]->GetFloatValue();
		float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
		Assert( params[info.m_nEntityOrigin]->IsDefined() );
		params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 );

		curTime = pShaderAPI->CurrentTime();
		timeVec[0] = curTime;
		timeVec[1] = curTime;
		timeVec[2] = curTime;
		timeVec[3] = curTime;
		pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 );

		// flashlightfixme: put this in common code.
		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( 22, 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( 23, pos, 1 );

			pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
		}		
	}
	pShader->Draw();
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
	bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
							CBasePerMaterialContextData **pContextDataPtr )
{
	bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
	bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();

	bool bHasBaseTextureWrinkle = bHasBaseTexture && 
		(info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() &&
		(info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture();

	bool bHasBumpWrinkle = bHasBump && 
		(info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() &&
		(info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture();

	bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
	bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
	bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
	bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
	bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();

	// Tie these to specular
	bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
	bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
	bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
	bool bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
	bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
	bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );

#if !defined( _X360 )
	bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif

	// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
	bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
	bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );

	float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
	bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();
	int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0;

	bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum;	// Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win

	float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params );

	BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true );

	bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use

	CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr );
	if ( ! pContextData )
	{
		pContextData = new CSkin_DX9_Context;
		*pContextDataPtr = pContextData;
	}

	if( pShader->IsSnapshotting() )
	{
		// look at color and alphamod stuff.
		// Unlit generic never uses the flashlight
		bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool bHasNormal = params[info.m_nBumpmap]->IsTexture();
		bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );

		if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) )
			bCanUseBaseAlphaPhongMaskFastPath = true;
		
		pContextData->m_bFastPath =
			(! bHasBump ) && 
			(! bHasSpecularExponentTexture ) &&
			(! bHasPhongTintMap ) &&
			(! bHasPhongWarp ) && 
			(! bHasRimLight ) && 
			(! hasDetailTexture ) &&
			bCanUseBaseAlphaPhongMaskFastPath &&
			(! bHasSelfIllum ) &&
			(! bBlendTintByBaseAlpha );
		
		// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
		pShaderShadow->EnableAlphaTest( bIsAlphaTested );

		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
		}

		int nShadowFilterMode = 0;
		if( bHasFlashlight )
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
			}

			if( bIsAlphaTested )
			{
				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
				// be the same on both the regular pass and the flashlight pass.
				pShaderShadow->EnableAlphaTest( false );
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
			}
			pShaderShadow->EnableBlending( true );
			pShaderShadow->EnableDepthWrites( false );

			// Be sure not to write to dest alpha
			pShaderShadow->EnableAlphaWrites( false );

			nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
		}
		else // not flashlight pass
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
			}

			if ( bHasEnvmap )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );	// Cubic environment map
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
				}
			}
		}
		
		unsigned int flags = VERTEX_POSITION;
		if( bHasNormal )
		{
			flags |= VERTEX_NORMAL;
		}

		int userDataSize = 0;

		// Always enable...will bind white if nothing specified...
		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );		// Base (albedo) map
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );

		if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );	// Base (albedo) compression map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );	// Base (albedo) expansion map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true );
		}

		if( bHasDiffuseWarp )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );	// Diffuse warp texture
		}

		if( bHasPhongWarp )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );	// Specular warp texture
		}

		// Specular exponent map or dummy
		pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Specular exponent map

		if( bHasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Shadow depth map
			pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Noise map
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Flashlight cookie
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
			userDataSize = 4; // tangent S
		}

		// Always enable, since flat normal will be bound
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );		// Normal map
		userDataSize = 4; // tangent S
		pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );		// Normalizing cube map

		if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );	// Normal compression map
			pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );	// Normal expansion map
		}

		if ( hasDetailTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
			if ( nDetailBlendMode != 0 ) //Not Mod2X
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true );
		}

		if ( bHasSelfIllum )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
		}

		if( bHasVertexColor || bHasVertexAlpha )
		{
			flags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableSRGBWrite( true );
		
		// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
		int pTexCoordDim[3] = { 2, 0, 3 };
		int nTexCoordCount = 1;

#ifndef _X360
		// Special morphed decal information 
		if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() )
		{
			nTexCoordCount = 3;
		}
#endif

		// This shader supports compressed vertices, so OR in that flag:
		flags |= VERTEX_FORMAT_COMPRESSED;

		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );


#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();

			DECLARE_STATIC_VERTEX_SHADER( skin_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
			SET_STATIC_VERTEX_SHADER( skin_vs20 );

			// Assume we're only going to get in here if we support 2b
			DECLARE_STATIC_PIXEL_SHADER( skin_ps20b );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  bHasSelfIllum && !bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL,  bHasSelfIllumFresnel && !bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
			SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
			SET_STATIC_PIXEL_SHADER( skin_ps20b );
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( skin_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
			SET_STATIC_VERTEX_SHADER( skin_vs30 );

			DECLARE_STATIC_PIXEL_SHADER( skin_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  bHasSelfIllum && !bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL,  bHasSelfIllumFresnel && !bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
			SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
			SET_STATIC_PIXEL_SHADER( skin_ps30 );
		}
#endif

		if( bHasFlashlight )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->DefaultFog();
		}

		// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
		pShaderShadow->EnableAlphaWrites( bFullyOpaque );
	}
	else // not snapshotting -- begin dynamic state
	{
		bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
		bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();

		if( bHasBaseTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
		}

		if ( bHasBaseTextureWrinkle )
		{
			pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame );
			pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame );
		}
		else if ( bHasBumpWrinkle )
		{
			pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame );
			pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}

		if( bHasDiffuseWarp && bHasPhong )
		{
			if ( r_lightwarpidentity.GetBool() )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP );
			}
			else
			{
				pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture );
			}
		}

		if( bHasPhongWarp )
		{
			pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture );
		}

		if( bHasSpecularExponentTexture && bHasPhong )
		{
			pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
		}

		if( !g_pConfig->m_bFastNoBump )
		{
			if( bHasBump )
				pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
			else
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );

			if ( bHasBumpWrinkle )
			{
				pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame );
				pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame );
			}
			else if ( bHasBaseTextureWrinkle )
			{
				pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame );
				pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame );
			}
		}
		else
		{
			if( bHasBump )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
			}
			if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT );
			}
		}

		if ( hasDetailTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame );
		}

		if ( bHasSelfIllum )
		{
			if ( bHasSelfIllumMask )												// Separate texture for self illum?
			{
				pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask );	// Bind it
			}
			else																	// else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK );	// Bind dummy
			}
		}

		LightState_t lightState = { 0, false, false };
		bool bFlashlightShadows = false;
		if( bHasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );

			SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
			}
		}
		else // no flashlight
		{
			if ( bHasEnvmap	)
			{
				pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame );
			}

			pShaderAPI->GetDX9LightState( &lightState );
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		int numBones = pShaderAPI->GetCurrentNumBones();

		// don't have an easy way to get this through to GLM, so just print it old school
		//printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones );
		
		bool bWriteDepthToAlpha = false;
		bool bWriteWaterFogToAlpha = false;
		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." );
		}

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();

			DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER( skin_vs20 );

			DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps20b );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			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( skin_ps20b );
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

			DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
			SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( skin_vs30 );

			DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS,  lightState.m_nNumLights );
			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( skin_ps30 );

			bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
			pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
		}
#endif

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );

		if( bHasBump )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
		}

		if ( hasDetailTexture )
		{
			if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
				pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
																info.m_nDetailTextureTransform, 
																info.m_nDetailScale );
			else
				pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
																info.m_nBaseTextureTransform, 
																info.m_nDetailScale );
		}

		pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor );
		bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 );
		float fInvertPhongMask = bInvertPhongMask ? 1 : 0;

		bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
		float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0;
		// Controls for lerp-style paths through shader code
		float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f/*unused*/, flTintReplacementAmount, fInvertPhongMask };
		pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 );

		if ( hasDetailTexture )
		{
#if 0														// needs constant change
			if ( info.m_nDetailTint  != -1 )
				pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint );
			else
			{
				float boring_tint[4]={1,1,1,1};
				pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 );
			}
#endif
		}

		if ( bHasSelfIllumFresnel && !bHasFlashlight )
		{
			float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
			float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f;
			float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f;
			float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f;

			vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
			vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale
			vConstScaleBiasExp[2] = flExp; // Exp
			vConstScaleBiasExp[3] = flMax; // Brightness

			pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
		}

		pShader->SetAmbientCubeDynamicStateVertexShader();

		if( !bHasFlashlight )
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );

			// Setting .x to 1 means to apply Fresnel to env map.  Setting w to 1 means use separate selfillummask
			float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f};
			vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;

			if( bHasEnvmap )
			{
				float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f};

				// If we have a tint, grab it
				if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() )
					params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3);

				// Set control for source of env map mask (normal alpha or base alpha)
				vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f;

				if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() )
					vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue();

				// Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture)
				if( bLightingOnly )
				{
					vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f;
				}

				pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
			}

			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 );
		}

		pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight );	// Force to black if not bAmbientLight
		pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );

		// Pack Phong exponent in with the eye position
		float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
		float vSpecularTint[4] = {1, 1, 1, 4};
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );

		// Use the alpha channel of the normal map for the exponent by default
		vEyePos_SpecExponent[3] = -1.f;
		if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
		{
			float fValue = params[info.m_nPhongExponent]->GetFloatValue();
			if ( fValue > 0.f )
			{
				// Nonzero value in material overrides map channel
				vEyePos_SpecExponent[3] = fValue;
			}
		}

		// Get the tint parameter
		if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() )
		{
			params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3);
		}

		// Get the rim light power (goes in w of Phong tint)
		if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() )
		{
			vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
			vSpecularTint[3] = max(vSpecularTint[3], 1.0f);	// Make sure this is at least 1
		}

		// Get the rim boost (goes in w of flashlight position)
		if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
		{
			vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
		}

		if ( !bHasFlashlight )
		{
			float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
			vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;

			// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
		}

		// If it's all zeros, there was no constant tint in the vmt
		if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
		{
			if ( bHasPhongTintMap )				// If we have a map to use, tell the shader
			{
				vSpecularTint[0] = -1;
			}
			else								// Otherwise, just tint with white
			{
				vSpecularTint[0] = 1.0f;
				vSpecularTint[1] = 1.0f;
				vSpecularTint[2] = 1.0f;
			}
		}

		// handle mat_fullbright 2 (diffuse lighting only)
		if( bLightingOnly )
		{
			// BASETEXTURE
			if( bHasSelfIllum && !bHasFlashlight )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
			}

			// DETAILTEXTURE
			if ( hasDetailTexture )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY );
			}

			// turn off specularity
			vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f;
		}

		if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() )
		{
			params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 );	// Grab optional Fresnel range parameters
			// Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2)
			vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2;
			vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2;
		}

		if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined())		// Grab optional Phong boost param
			vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
		else
			vFresnelRanges_SpecBoost[3] = 1.0f;

		pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
		pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
		
		pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 );	// Rim boost in w on non-flashlight pass

		pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		// flashlightfixme: put this in common code.
		if( bHasFlashlight )
		{
			VMatrix worldToTexture;
			float atten[4], pos[4], tweaks[4];

			const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
			SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

			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( PSREG_FLASHLIGHT_ATTENUATION, 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( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );	// steps on rim boost

			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( flashlightState );
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );

			if ( IsX360() )
			{
				pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
			}
		}
	}
	pShader->Draw();
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
	bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
							CBasePerMaterialContextData **pContextDataPtr )
{
	bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;

	BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;

	CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr );
	if ( !pContextData )
	{
		pContextData = new CExampleModel_DX9_Context;
		*pContextDataPtr = pContextData;
	}

	if( pShader->IsSnapshotting() )
	{
		pShaderShadow->EnableAlphaTest( bIsAlphaTested );

		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
		}

		int nShadowFilterMode = 0;
		if( bHasFlashlight )
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
			}

			if( bIsAlphaTested )
			{
				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
				// be the same on both the regular pass and the flashlight pass.
				pShaderShadow->EnableAlphaTest( false );
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
			}
			pShaderShadow->EnableBlending( true );
			pShaderShadow->EnableDepthWrites( false );

			// Be sure not to write to dest alpha
			pShaderShadow->EnableAlphaWrites( false );

			nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
		}
		else // not flashlight pass
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
			}
		}
		
		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
		int userDataSize = 0;

		// Always enable...will bind white if nothing specified...
		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );		// Base (albedo) map
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );

		if( bHasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Shadow depth map
			pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Noise map
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Flashlight cookie
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
			userDataSize = 4; // tangent S
		}

		// Always enable, since flat normal will be bound
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );		// Normal map
		userDataSize = 4; // tangent S
		pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );		// Normalizing cube map
		pShaderShadow->EnableSRGBWrite( true );
		
		// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
		int pTexCoordDim[3] = { 2, 0, 3 };
		int nTexCoordCount = 1;

		// This shader supports compressed vertices, so OR in that flag:
		flags |= VERTEX_FORMAT_COMPRESSED;

		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );

		DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 );
		SET_STATIC_VERTEX_SHADER( example_model_vs20 );

		// Assume we're only going to get in here if we support 2b
		DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b );
		SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
		SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
		SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
		SET_STATIC_PIXEL_SHADER( example_model_ps20b );

		if( bHasFlashlight )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->DefaultFog();
		}

		// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
		pShaderShadow->EnableAlphaWrites( bFullyOpaque );
	}
	else // not snapshotting -- begin dynamic state
	{
		bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );

		if( bHasBaseTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
		}

		LightState_t lightState = { 0, false, false };
		bool bFlashlightShadows = false;
		if( bHasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );

			SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
			}
		}
		else // no flashlight
		{
			pShaderAPI->GetDX9LightState( &lightState );
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		int numBones = pShaderAPI->GetCurrentNumBones();

		bool bWriteDepthToAlpha = false;
		bool bWriteWaterFogToAlpha = false;
		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." );
		}

		DECLARE_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
		SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 );

		DECLARE_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
		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( example_model_ps20b );

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
		pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		pShader->SetAmbientCubeDynamicStateVertexShader();

		if( !bHasFlashlight )
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
		}

		pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight );	// Force to black if not bAmbientLight
		pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );

		// handle mat_fullbright 2 (diffuse lighting only)
		if( bLightingOnly )
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
		}

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		if( bHasFlashlight )
		{
			VMatrix worldToTexture;
			float atten[4], pos[4], tweaks[4];

			const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
			SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

			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( PSREG_FLASHLIGHT_ATTENUATION, 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( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );

			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( flashlightState );
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );
		}
	}
	pShader->Draw();
}
static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, 
						   IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	if( pShaderShadow )
	{
		pShaderShadow->EnableDepthWrites( false );

		pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );	// Write over the eyes that were already there 

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );			// Spot
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );			// Base
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );			// Normalizing cubemap
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );			// Iris

		// Set stream format (note that this shader supports compression)
		int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
		int nTexCoordCount = 1;
		int userDataSize = 0;
		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		// Be sure not to write to dest alpha
		pShaderShadow->EnableAlphaWrites( false );

#ifdef STDSHADER_DX9_DLL_EXPORT
		if ( bDX9 )
		{
			int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
#ifndef _X360
			if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
			{
				DECLARE_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 );
				SET_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 );

				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
					DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b );
					SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
					SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b );
				}
				else
				{
					DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 );
					SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 );
				}
			}
#ifndef _X360
			else
			{
				// The vertex shader uses the vertex id stream
				SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

				DECLARE_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 );
				SET_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 );

				DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 );
			}
#endif

			// On DX9, get the gamma read and write correct
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );			// Spot
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );			// Base
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );			// Iris
			pShaderShadow->EnableSRGBWrite( true );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );			// Shadow depth map
				pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
				pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );			// Shadow noise rotation map
			}
		}
		else
#endif
		{
			// DX8 uses old asm shaders
			sdk_eyes_flashlight_vs11_Static_Index	vshIndex;
			pShaderShadow->SetVertexShader( "sdk_eyes_flashlight_vs11", vshIndex.GetIndex() );

			sdk_eyes_flashlight_ps11_Static_Index	pshIndex;
			pShaderShadow->SetPixelShader( "sdk_eyes_flashlight_ps11", pshIndex.GetIndex() );
		}
		
		pShader->FogToBlack();
	}
	else
	{
		// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
		// NOTE Tried to divide XY by Z, but doesn't work.
		// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
		if ( !bDX9 )
		{
			pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
		}
		
		VMatrix worldToTexture;
		ITexture *pFlashlightDepthTexture;
		FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );

		pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
		pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame );
		pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
		pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame );

#ifdef STDSHADER_DX9_DLL_EXPORT
		if ( bDX9 )
		{

#ifndef _X360
			if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_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( COMPRESSED_VERTS, (int)vertexCompression );
				SET_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_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( sdk_eyes_flashlight_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( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
				SET_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 );
			}
#endif

//			float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f};
//			pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );

			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			SetFlashLightColorFromState( flashlightState, pShaderAPI );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
			}

			pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

			float vEyePos_SpecExponent[4];
			pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
			vEyePos_SpecExponent[3] = 0.0f;
			pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );

#ifndef _X360
			if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
			{
				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
					DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows );
					SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b );

					SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
				}
				else
				{
					DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
					SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 );
				}
			}
#ifndef _X360
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows );
				SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 );

				SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState );
			}
#endif
		}
		else // older asm shaders for DX8
#endif
		{
			sdk_eyes_flashlight_vs11_Dynamic_Index vshIndex;
			vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
			vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
			pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );

			sdk_eyes_flashlight_ps11_Dynamic_Index pshIndex;
			pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
		}

		// This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5
		pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false );

		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV );
	}
	pShader->Draw();
}
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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( sdk_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( sdk_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( sdk_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( sdk_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_SAMPLER0, false );		// Cornea normal
		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 ( bDiffuseWarp )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );		// Light Warp
		}

		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;
		}

		pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture );
		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( sdk_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( sdk_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( sdk_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( sdk_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( sdk_eye_refract_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b );
			}
			else // ps.2.0
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER( sdk_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();
}
Beispiel #9
0
void CBaseVSShader::DrawFlashlight_dx90( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, 
										IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars )
{
	// FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric
	if( !vars.m_bLightmappedGeneric )
	{
		vars.m_bBump = false;
	}
	bool bBump2 = vars.m_bWorldVertexTransition && vars.m_bBump && vars.m_nBumpmap2Var != -1 && params[vars.m_nBumpmap2Var]->IsTexture();
	bool bSeamless = vars.m_fSeamlessScale != 0.0;
	bool bDetail = vars.m_bLightmappedGeneric && (vars.m_nDetailVar != -1) && params[vars.m_nDetailVar]->IsDefined() && (vars.m_nDetailScale != -1);

	int nDetailBlendMode = 0;
	if ( bDetail )
	{
		nDetailBlendMode = GetIntParam( vars.m_nDetailTextureCombineMode, params );
		ITexture *pDetailTexture = params[vars.m_nDetailVar]->GetTextureValue();
		if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP )
		{
			if ( vars.m_bBump )
				nDetailBlendMode = 10;					// ssbump
			else
				nDetailBlendMode = 11;					// ssbump_nobump
		}
	}
	
	if( pShaderShadow )
	{
		SetInitialShadowState();
		pShaderShadow->EnableDepthWrites( false );
		pShaderShadow->EnableAlphaWrites( false );

		// Alpha blend
		SetAdditiveBlendingShadowState( BASETEXTURE, true );

		// Alpha test
		pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
		if ( vars.m_nAlphaTestReference != -1 && params[vars.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[vars.m_nAlphaTestReference]->GetFloatValue() );
		}

		// Spot sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );

		// Base sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );

		// Normalizing cubemap sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );

		// Normalizing cubemap sampler2 or normal map sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

		// RandomRotation sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );

		// Flashlight depth sampler
		pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
		pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );

		if( vars.m_bWorldVertexTransition )
		{
			// $basetexture2
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
		}
		if( bBump2 )
		{
			// Normalmap2 sampler
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}
		if( bDetail )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );				// detail sampler
			if ( nDetailBlendMode == 1 )
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
		}

		pShaderShadow->EnableSRGBWrite( true );

		if( vars.m_bLightmappedGeneric )
		{
#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 );
				SET_STATIC_VERTEX_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
				SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, vars.m_bBump );
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamless );
				SET_STATIC_VERTEX_SHADER_COMBO( DETAIL, bDetail );
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 );
			}
			else
#endif
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
				SET_STATIC_VERTEX_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
				SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, vars.m_bBump );
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamless );
				SET_STATIC_VERTEX_SHADER_COMBO( DETAIL, bDetail );
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
			}

			unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
			if( vars.m_bBump )
			{
				flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
			}
			int numTexCoords = 1;
			if( vars.m_bWorldVertexTransition )
			{
				flags |= VERTEX_COLOR;
				numTexCoords = 2; // need lightmap texcoords to get alpha.
			}
			pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
		}
		else
		{

			// Need a 3.0 vs here?

			DECLARE_STATIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( TEETH, vars.m_bTeeth );
			SET_STATIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 );

			unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
			int numTexCoords = 1;
			pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, vars.m_bBump ? 4 : 0 );
		}

		int nBumpMapVariant = 0;
		if ( vars.m_bBump )
		{
			nBumpMapVariant = ( vars.m_bSSBump ) ? 2 : 1;
		}

#ifndef _X360
		if ( g_pHardwareConfig->HasFastVertexTextures() )
		{
			int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();

			DECLARE_STATIC_PIXEL_SHADER( flashlight_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
			SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER( flashlight_ps30 );
		}
		else
#endif
		if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();

			DECLARE_STATIC_PIXEL_SHADER( flashlight_ps20b );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
			SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER( flashlight_ps20b );
		}
		else
		{
			DECLARE_STATIC_PIXEL_SHADER( flashlight_ps20 );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
			SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER( flashlight_ps20 );
		}
		FogToBlack();

		PI_BeginCommandBuffer();
		PI_SetModulationPixelShaderDynamicState( PSREG_DIFFUSE_MODULATION );
		PI_EndCommandBuffer();
	}
	else
	{
		VMatrix worldToTexture;
		ITexture *pFlashlightDepthTexture;
		FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );

		SetFlashLightColorFromState( flashlightState, pShaderAPI, false );

		BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

		pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
		if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
		{
			BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture, 0 );

			// Tweaks associated with a given flashlight
			float tweaks[4];
			tweaks[0] = ShadowFilterFromState( flashlightState );
			tweaks[1] = ShadowAttenFromState( flashlightState );
			HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;

			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
		}

		if( params[BASETEXTURE]->IsTexture() && mat_fullbright.GetInt() != 2 )
		{
			BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
		}
		if( vars.m_bWorldVertexTransition )
		{
			Assert( vars.m_nBaseTexture2Var >= 0 && vars.m_nBaseTexture2FrameVar >= 0 );
			BindTexture( SHADER_SAMPLER4, vars.m_nBaseTexture2Var, vars.m_nBaseTexture2FrameVar );
		}
		pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
		if( vars.m_bBump )
		{
			BindTexture( SHADER_SAMPLER3, vars.m_nBumpmapVar, vars.m_nBumpmapFrame );
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
		}

		if( bDetail )
		{
			BindTexture( SHADER_SAMPLER8, vars.m_nDetailVar );
		}

		if( vars.m_bWorldVertexTransition )
		{
			if( bBump2 )
			{
				BindTexture( SHADER_SAMPLER6, vars.m_nBumpmap2Var, vars.m_nBumpmap2Frame );
			}
		}

		if( vars.m_bLightmappedGeneric )
		{
#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 );
			}
			else
#endif
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
			}

			if ( bSeamless )
			{
				float const0[4]={ vars.m_fSeamlessScale,0,0,0};
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, const0 );
			}

			if ( bDetail )
			{
				float vDetailConstants[4] = {1,1,1,1};

				if ( vars.m_nDetailTint != -1 )
				{
					params[vars.m_nDetailTint]->GetVecValue( vDetailConstants, 3 );
				}

				if ( vars.m_nDetailTextureBlendFactor != -1 )
				{
					vDetailConstants[3] = params[vars.m_nDetailTextureBlendFactor]->GetFloatValue();
				}

				pShaderAPI->SetPixelShaderConstant( 0, vDetailConstants, 1 );
			}
		}
		else
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 );

			if( vars.m_bTeeth )
			{
				Assert( vars.m_nTeethForwardVar >= 0 );
				Assert( vars.m_nTeethIllumFactorVar >= 0 );
				Vector4D lighting;
				params[vars.m_nTeethForwardVar]->GetVecValue( lighting.Base(), 3 );
				lighting[3] = params[vars.m_nTeethIllumFactorVar]->GetFloatValue();
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
			}
		}

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		float vEyePos_SpecExponent[4];
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
		vEyePos_SpecExponent[3] = 0.0f;
		pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );

#ifndef _X360
		if ( g_pHardwareConfig->HasFastVertexTextures() )
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( flashlight_ps30 );

			SetupUberlightFromState( pShaderAPI, flashlightState );
		}
		else
#endif
		if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows );
			SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
		}
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
			SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
		}

		float atten[4];										// Set the flashlight attenuation factors
		atten[0] = flashlightState.m_fConstantAtten;
		atten[1] = flashlightState.m_fLinearAtten;
		atten[2] = flashlightState.m_fQuadraticAtten;
		atten[3] = flashlightState.m_FarZAtten;
		s_pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );

		float pos[4];										// Set the flashlight origin
		pos[0] = flashlightState.m_vecLightOrigin[0];
		pos[1] = flashlightState.m_vecLightOrigin[1];
		pos[2] = flashlightState.m_vecLightOrigin[2];
		pos[3] = flashlightState.m_FarZ;
		pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );	// rim boost not really used here

		SetFlashlightVertexShaderConstants( vars.m_bBump, vars.m_nBumpTransform, bDetail, vars.m_nDetailScale,  bSeamless ? false : true );
	}
	Draw();
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, 
	IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
{
	Assert( info.m_nPhong >= 0 );
	if( params[info.m_nPhong]->GetIntValue() )
	{
		DrawSkin_DX9( pShader, params, pShaderAPI, pShaderShadow, true, info );
		return;		
	}

	bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
	bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
	bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture();
	bool hasDiffuseLighting = bVertexLitGeneric;
	bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
	bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
	bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
	bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
	bool hasSelfIllumInEnvMapMask =
		( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
		( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
	bool bAmbientOnly = (info.m_nAmbientOnly != -1) && (params[info.m_nAmbientOnly]->GetIntValue() == 1);

	BlendType_t blendType;
	if ( params[info.m_nBaseTexture]->IsTexture() )
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	}
	else
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
	}
	
	if( pShader->IsSnapshotting() )
	{
		// look at color and alphamod stuff.
		// Unlit generic never uses the flashlight
		bool hasFlashlight = hasDiffuseLighting && CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && 
			params[info.m_nEnvmapMask]->IsTexture();
		bool bHasNormal = bVertexLitGeneric || hasEnvmap;
		bool hasSelfIllum = !hasFlashlight && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );

		if( hasFlashlight ) hasEnvmapMask = false;

		bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
		// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
		pShaderShadow->EnableAlphaTest( bIsAlphaTested );

		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
		}

		if( hasFlashlight )
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
			}
			if( bIsAlphaTested )
			{
				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
				// be the same on both the regular pass and the flashlight pass.
				pShaderShadow->EnableAlphaTest( false );
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
			}
			pShaderShadow->EnableBlending( true );
			pShaderShadow->EnableDepthWrites( false );
		}
		else
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
			}
		}
		
		unsigned int flags = VERTEX_POSITION;
		if( bHasNormal )
		{
			flags |= VERTEX_NORMAL;
		}

		int userDataSize = 0;
		if( hasBaseTexture )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
			pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
		}
		if( hasEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
			{
				pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE1, true );
			}
		}
		if( hasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE7, true );
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true );
			userDataSize = 4; // tangent S
		}
		if( hasDetailTexture )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
		}
		if( hasBump )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
			userDataSize = 4; // tangent S
			// Normalizing cube map
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
		}
		if( hasEnvmapMask )
		{
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true );
		}

		if( hasVertexColor || hasVertexAlpha )
		{
			flags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableSRGBWrite( true );
		
		// texcoord0 : base texcoord
		const int numTexCoords = 1;
		int numBoneWeights = 0;
		if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) )
		{
			numBoneWeights = 3;
			flags |= VERTEX_BONE_INDEX;
		}
		
		pShaderShadow->VertexShaderVertexFormat( 
			flags, numTexCoords, NULL, numBoneWeights, userDataSize );

		if ( hasBump )
		{
			DECLARE_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );
			
			DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
			SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  hasDiffuseLighting );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
			SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
			SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
		}
		else
		{
			DECLARE_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor || hasVertexAlpha );
			SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP,  hasEnvmap );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
			SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 );
			
			DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, 
										   ( hasSelfIllumInEnvMapMask && ( hasEnvmapMask ) ) );
			SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  hasDiffuseLighting );
			SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK,  hasEnvmapMask );
			SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK,  hasBaseAlphaEnvmapMask );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
			SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
			SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA,  hasVertexAlpha );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
			SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
		}

		if( hasFlashlight )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->DefaultFog();
		}

		// HACK HACK HACK - enable alpha writes all the time so that we have them for
		// underwater stuff
		if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested )
		{
			pShaderShadow->EnableAlphaWrites( true );
		}
	}
	else
	{
		bool hasFlashlight = hasDiffuseLighting && pShaderAPI->InFlashlightMode();
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();

		if( hasBaseTexture )
		{
			pShader->BindTexture( SHADER_TEXTURE_STAGE0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}
		if( hasEnvmap )
		{
			pShader->BindTexture( SHADER_TEXTURE_STAGE1, info.m_nEnvmap, info.m_nEnvmapFrame );
		}
		if( hasDetailTexture )
		{
			pShader->BindTexture( SHADER_TEXTURE_STAGE2, info.m_nDetail, info.m_nDetailFrame );
		}
		if( !g_pConfig->m_bFastNoBump )
		{
			if( hasBump )
			{
				pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nBumpmap, info.m_nBumpFrame );
			}
		}
		else
		{
			if( hasBump )
			{
				pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE3 );
			}
		}
		if( hasEnvmapMask )
		{
			pShader->BindTexture( SHADER_TEXTURE_STAGE4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
		}
		bool bHasFlashlightDepth = false;
		if( hasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			pShader->BindTexture( SHADER_TEXTURE_STAGE7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			SetFlashLightColorFromState( state, pShaderAPI );
			if( pFlashlightDepthTexture )
			{
				pShader->BindTexture( SHADER_TEXTURE_STAGE4, pFlashlightDepthTexture, 0 );
				bHasFlashlightDepth = true;
			}
		}

		int lightCombo = 0;
		if( bVertexLitGeneric && !hasFlashlight )
		{
			lightCombo = pShaderAPI->GetCurrentLightCombo();
		}
		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		int numBones	= pShaderAPI->GetCurrentNumBones();

		if ( hasBump )
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO,  lightCombo );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES,  numBones );
			SET_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 );

			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO,  lightCombo );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
				blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
			SET_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 );
		}
		else
		{
			if ( bAmbientOnly )	// Override selected light combo to be ambient only
				lightCombo = 2;

			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO,  lightCombo );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES,  numBones );
			SET_DYNAMIC_VERTEX_SHADER_COMBO(
				LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
			SET_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 );

			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
				blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
			SET_DYNAMIC_PIXEL_SHADER_COMBO(
				LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
			SET_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 );
		}

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
		if( hasDetailTexture )
		{
			pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
			Assert( !hasBump );
		}
		if( hasBump )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
			Assert( !hasDetailTexture );
		}
		if( hasEnvmapMask )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
		}
		
		if( hasEnvmap )
		{
			pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
		}
		if( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
		}
		else
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		}

		pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
		pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );

		pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint );
		pShader->SetAmbientCubeDynamicStateVertexShader();
		if( hasBump )
		{
			pShaderAPI->BindSignedNormalizationCubeMap( SHADER_TEXTURE_STAGE5 );
			pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
            pShaderAPI->CommitPixelShaderLighting( 13 );
	
		}

		if( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z )
		{
			pShader->SetWaterFogColorPixelShaderConstantLinear( 19 );
		}

		float eyePos[4];
		pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
		pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
		pShaderAPI->SetPixelShaderFogParams( 21 );

		// flashlightfixme: put this in common code.
		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( 22, 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( 23, pos, 1 );

			pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
		}		
	}
}
void DrawMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
				    IShaderShadow* pShaderShadow, Multiblend_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
					CBasePerMaterialContextData **pContextDataPtr )
{
	CMultiblend_DX9_Context *pContextData = reinterpret_cast< CMultiblend_DX9_Context * > ( *pContextDataPtr );//TODO: DISABLE?

	bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
	bool bHasFoW = ( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) );
	if ( bHasFoW == true )
	{
		ITexture *pTexture = params[ info.m_nFoW ]->GetTextureValue();
		if ( ( pTexture->GetFlags() & TEXTUREFLAGS_RENDERTARGET ) == 0 )
		{
			bHasFoW = false;
		}
	}
	int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
	bool bHasSpec1 = ( info.m_nSpecTexture != -1 && params[ info.m_nSpecTexture ]->IsDefined() );
	bool bHasSpec2 = ( info.m_nSpecTexture2 != -1 && params[ info.m_nSpecTexture2 ]->IsDefined() );
	bool bHasSpec3 = ( info.m_nSpecTexture3 != -1 && params[ info.m_nSpecTexture3 ]->IsDefined() );
	bool bHasSpec4 = ( info.m_nSpecTexture4 != -1 && params[ info.m_nSpecTexture4 ]->IsDefined() );
	bool bUsingEditor = pShader->CanUseEditorMaterials(); // pShader->UsingEditor( params );
	bool bSinglePassFlashlight = true;	//TODO: DISABLE?
	bool bHasFlashlight = pShader->UsingFlashlight( params );
	//TODO: DISABLE?
#if 1
	if ( pShader->IsSnapshotting() || ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
	{
			if ( !pContextData )								// make sure allocated
			{
				pContextData = new CMultiblend_DX9_Context;
				*pContextDataPtr = pContextData;
			}

			// need to regenerate the semistatic cmds
			pContextData->m_SemiStaticCmdsOut.Reset();
			if ( bHasFlashlight )
			{
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 );

				CBCmdSetPixelShaderFlashlightState_t state;
				state.m_LightSampler = SHADER_SAMPLER13;
				state.m_DepthSampler = SHADER_SAMPLER14;
				state.m_ShadowNoiseSampler = SHADER_SAMPLER15;
				state.m_nColorConstant = 28;
				state.m_nAttenConstant = 13;
				state.m_nOriginConstant = 14;
				state.m_nDepthTweakConstant = 19;
				state.m_nScreenScaleConstant = 31;
				state.m_nWorldToTextureConstant = -1;
				state.m_bFlashlightNoLambert = false;
				state.m_bSinglePassFlashlight = bSinglePassFlashlight;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state );
			}

			pContextData->m_SemiStaticCmdsOut.End();
	}
#endif

	SHADOW_STATE
	{
		pShader->SetInitialShadowState( );

		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );

		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );	// Always SRGB read on base map 1
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );	// Always SRGB read on base map 2
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );	// Always SRGB read on base map 3
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );	// Always SRGB read on base map 4
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );	// Always SRGB read on spec map 1
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );	// Always SRGB read on spec map 1
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );	// Always SRGB read on spec map 1
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );	// Always SRGB read on spec map 1

		if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
		}
		else
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false );
		}
		if ( bHasFoW )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
		}

		if( bHasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
			pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 );
			pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
		}

		pShaderShadow->EnableSRGBWrite( true );
		pShaderShadow->EnableAlphaWrites( true ); // writing water fog alpha always.

		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
		int nTexCoordCount = 8;
		static int s_TexCoordSize[]={	2,			// 
										2,			// 
										0,			// 
										4,			// alpha blend
										4,			// vertex / blend color 0
										4,			// vertex / blend color 1
										4,			// vertex / blend color 2
										4			// vertex / blend color 3
									};

		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, s_TexCoordSize, 0 );
		int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( multiblend_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor );
			SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW );
			SET_STATIC_VERTEX_SHADER_COMBO( MODEL,  bIsModel );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_VERTEX_SHADER( multiblend_vs20 );

			DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20b );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
			SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER( multiblend_ps20b );
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( multiblend_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor );
			SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW );
			SET_STATIC_VERTEX_SHADER_COMBO( MODEL,  bIsModel );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_VERTEX_SHADER( multiblend_vs30 );

			// Bind ps_2_b shader so we can get Phong terms
			DECLARE_STATIC_PIXEL_SHADER( multiblend_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
			SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER( multiblend_ps30 );
		}
#endif

		pShader->DefaultFog();

		float flLScale = pShaderShadow->GetLightMapScaleFactor();

		// Lighting constants
		pShader->PI_BeginCommandBuffer();
		pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
//		pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
		pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( PSREG_CONSTANT_43, flLScale );
		pShader->PI_EndCommandBuffer();
	}
	DYNAMIC_STATE
	{
		pShaderAPI->SetDefaultState();

		// Bind textures
		pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture );							// Base Map 1
		pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture2 );							// Base Map 2
		pShader->BindTexture( SHADER_SAMPLER3, info.m_nBaseTexture3 );							// Base Map 3
		pShader->BindTexture( SHADER_SAMPLER4, info.m_nBaseTexture4 );							// Base Map 4
		if ( bHasSpec1 == true )
		{
			pShader->BindTexture( SHADER_SAMPLER6, info.m_nSpecTexture );						// Spec Map 1
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BLACK );
		}
		if ( bHasSpec2 == true )
		{
			pShader->BindTexture( SHADER_SAMPLER7, info.m_nSpecTexture2 );						// Spec Map 2
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BLACK );
		}
		if ( bHasSpec3 == true )
		{
			pShader->BindTexture( SHADER_SAMPLER8, info.m_nSpecTexture3 );						// Spec Map 3
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BLACK );
		}
		if ( bHasSpec4 == true )
		{
			pShader->BindTexture( SHADER_SAMPLER9, info.m_nSpecTexture4 );						// Spec Map 4
		}
		else
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK );
		}

		pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_LIGHTMAP );

		bool bFlashlightShadows = false;

#if 1
		if( bHasFlashlight )
		{
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			
			pShader->BindTexture( SHADER_SAMPLER13, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );

			bFlashlightShadows = state.m_bEnableShadows;

			SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D );
			}

			float atten[4], pos[4], tweaks[4];

			atten[0] = state.m_fConstantAtten;		// Set the flashlight attenuation factors
			atten[1] = state.m_fLinearAtten;
			atten[2] = state.m_fQuadraticAtten;
			atten[3] = state.m_FarZAtten;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );

			pos[0] = state.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = state.m_vecLightOrigin[1];
			pos[2] = state.m_vecLightOrigin[2];
			pos[3] = state.m_FarZ;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );	// steps on rim boost

			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( state );
			tweaks[1] = ShadowAttenFromState( state );
			pShader->HashShadow2DJitter( state.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;

			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

			if ( IsX360() )
			{
				pShaderAPI->SetBooleanPixelShaderConstant( 0, &state.m_nShadowQuality, 1 );
			}

			QAngle angles;
			QuaternionAngles( state.m_quatOrientation, angles );

#if 0
			// World to Light's View matrix
			matrix3x4_t viewMatrix, viewMatrixInverse;
			AngleMatrix( angles, state.m_vecLightOrigin, viewMatrixInverse );
			MatrixInvert( viewMatrixInverse, viewMatrix );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, worldToTexture.Base(), 4 );
#endif
		}
#endif

		if ( bHasFoW )
		{
			pShader->BindTexture( SHADER_SAMPLER10, info.m_nFoW, -1 );

			float	vFoWSize[ 4 ];
			Vector	vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS );
			Vector	vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS );
			vFoWSize[ 0 ] = vMins.x;
			vFoWSize[ 1 ] = vMins.y;
			vFoWSize[ 2 ] = vMaxs.x - vMins.x;
			vFoWSize[ 3 ] = vMaxs.y - vMins.y;
			pShaderAPI->SetVertexShaderConstant( 26, vFoWSize );
		}

		Vector4D	vRotations( DEG2RAD( params[ info.m_nRotation ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation2 ]->GetFloatValue() ), 
								DEG2RAD( params[ info.m_nRotation3 ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation4 ]->GetFloatValue() ) );
		pShaderAPI->SetVertexShaderConstant( 27, vRotations.Base() );

		Vector4D	vScales( params[ info.m_nScale ]->GetFloatValue() > 0.0f ? params[ info.m_nScale ]->GetFloatValue() : 1.0f, 
							 params[ info.m_nScale2 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale2 ]->GetFloatValue() : 1.0f, 
							 params[ info.m_nScale3 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale3 ]->GetFloatValue() : 1.0f, 
							 params[ info.m_nScale4 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale4 ]->GetFloatValue() : 1.0f );
		pShaderAPI->SetVertexShaderConstant( 28, vScales.Base() );

		Vector4D vLightDir;
		vLightDir.AsVector3D() = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_LIGHT_DIRECTION );
		vLightDir.w = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_SPECULAR_POWER );
		pShaderAPI->SetVertexShaderConstant( 29, vLightDir.Base() );


		LightState_t lightState;
		pShaderAPI->GetDX9LightState( &lightState );


#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING,      pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER( multiblend_vs20 );

			DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps20b );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER( multiblend_ps20b );
		}
#ifndef _X360
		else
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING,      pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER( multiblend_vs30 );

			DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps30 );
			SET_DYNAMIC_PIXEL_SHADER( multiblend_ps30 );
		}
#endif

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform );

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		// Pack phong exponent in with the eye position
		float vEyePos_SpecExponent[4];
		float vSpecularTint[4] = {1, 1, 1, 1};
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );

//		if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
//			vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue();		// This overrides the channel in the map
//		else
			vEyePos_SpecExponent[3] = 0;													// Use the alpha channel of the normal map for the exponent

		// If it's all zeros, there was no constant tint in the vmt
		if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
		{
			vSpecularTint[0] = 1.0f;
			vSpecularTint[1] = 1.0f;
			vSpecularTint[2] = 1.0f;
		}

		pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );

		// Set c0 and c1 to contain first two rows of ViewProj matrix
		VMatrix matView, matProj, matViewProj;
		pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] );
		pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] );
		matViewProj = matView * matProj;
		pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 );

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
	}
	pShader->Draw();
}
void UpdateConstantByIdentifier( CBaseVSShader *pShader, IShaderDynamicAPI* pShaderAPI, IMaterialVar **params, SimpleEnvConstant *pConst, CProceduralContext *pContext,
							bool bPS, int iFirstMutable, int iFirstStatic )
{
	float data[4][4] = { 0, 0, 0, 0,
						0, 0, 0, 0,
						0, 0, 0, 0,
						0, 0, 0, 0 };
	int _register = RemapEnvironmentConstant( bPS, pConst->iHLSLRegister );

	switch ( pConst->iEnvC_ID )
	{
	default:
		Assert(0);
	case HLSLENV_TIME:
		data[0][ 0 ] = pShaderAPI->CurrentTime();
		break;
	case HLSLENV_VIEW_ORIGIN:
	case HLSLENV_VIEW_FWD:
	case HLSLENV_VIEW_RIGHT:
	case HLSLENV_VIEW_UP:
	case HLSLENV_VIEW_WORLDDEPTH:
		Q_memcpy( data, gProcShaderCTRL->AccessEnvConstant( pConst->iEnvC_ID ), sizeof(float)*4 );
		break;
	case HLSLENV_PIXEL_SIZE:
		{
			int bx, by;
			pShaderAPI->GetBackBufferDimensions( bx, by );
			float scale = max( 1.0f, pConst->flSmartDefaultValues[0] );
			data[0][ 0 ] = ( 1.0f / bx ) * scale;
			data[0][ 1 ] = ( 1.0f / by ) * scale;
		}
		break;
	case HLSLENV_FOG_PARAMS:
		Assert( bPS );
		pShaderAPI->SetPixelShaderFogParams( _register );
		return;
	case HLSLENV_STUDIO_LIGHTING_VS:
		//if ( pShader->UsingFlashlight( params ) )
		//	return;
#ifndef SHADER_EDITOR_DLL_SWARM
		pShaderAPI->SetVertexShaderStateAmbientLightCube();
#else
		pShader->PI_SetVertexShaderAmbientLightCube();
		pShader->PI_SetVertexShaderLocalLighting();
#endif
		return;
	case HLSLENV_STUDIO_LIGHTING_PS:
		if ( pShader->UsingFlashlight( params ) )
			return;
#ifndef SHADER_EDITOR_DLL_SWARM
		pShaderAPI->SetPixelShaderStateAmbientLightCube( SSEREG_AMBIENT_CUBE );
		pShaderAPI->CommitPixelShaderLighting( SSEREG_LIGHT_INFO_ARRAY );
#else
		pShader->PI_SetPixelShaderAmbientLightCube( SSEREG_AMBIENT_CUBE );
		pShader->PI_SetPixelShaderLocalLighting( SSEREG_LIGHT_INFO_ARRAY );
#endif
		return;
#ifndef SHADER_EDITOR_DLL_2006
	case HLSLENV_STUDIO_MORPHING:
		{
			pShader->SetHWMorphVertexShaderState_NoTex( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 );
			bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() };
			pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
		}
		return;
#endif
	case HLSLENV_FLASHLIGHT_VPMATRIX:
		{
			VMatrix worldToTexture;
			pShaderAPI->GetFlashlightState( worldToTexture );
			Q_memcpy( data, worldToTexture.Base(), sizeof(float)*16 );
			if ( bPS )
				_register = SSEREG_FLASHLIGHT_TO_WORLD_TEXTURE;
		}
		break;
	case HLSLENV_FLASHLIGHT_DATA:
		{
			if ( !pShader->UsingFlashlight( params ) )
				return;
			Assert( bPS );
			VMatrix dummy;
			const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( dummy );
#ifndef SHADER_EDITOR_DLL_2006
			float tweaks[4];
			tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( SSEREG_LIGHT_INFO_ARRAY+1, tweaks, 1 ); // c07
#endif

			float vScreenScale[4] = {1280.0f / 32.0f, 768.0f / 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( SSEREG_LIGHT_INFO_ARRAY + 5, vScreenScale, 1 ); // c11

#ifdef SHADER_EDITOR_DLL_2006
			SetFlashLightColorFromState( flashlightState, pShaderAPI, SSEREG_LIGHT_INFO_ARRAY + 4 ); // c10
#else
			SetFlashLightColorFromState( flashlightState, pShaderAPI, SSEREG_LIGHT_INFO_ARRAY + 4, false ); // c10
#endif

			float atten_pos[8];
			atten_pos[0] = flashlightState.m_fConstantAtten;			// c08
			atten_pos[1] = flashlightState.m_fLinearAtten;
			atten_pos[2] = flashlightState.m_fQuadraticAtten;
			atten_pos[3] = flashlightState.m_FarZ;
			atten_pos[4] = flashlightState.m_vecLightOrigin[0];			// c09
			atten_pos[5] = flashlightState.m_vecLightOrigin[1];
			atten_pos[6] = flashlightState.m_vecLightOrigin[2];
			atten_pos[7] = 1.0f;
			pShaderAPI->SetPixelShaderConstant( SSEREG_LIGHT_INFO_ARRAY+2, atten_pos, 2 );
			// PSREG_LIGHT_INFO_ARRAY + 3 !!
		}
		return;
	case HLSLENV_SMART_CALLBACK:
		{
			int index = pConst->iFastLookup;
			if ( index < 0 )
				return;
			Assert( pConst->szSmartHelper );
			pFnClCallback( func ) = gProcShaderCTRL->GetCallback( index )->func;
			func( &data[0][0] );
		}
		break;
	case HLSLENV_SMART_VMT_MUTABLE:
		{
			if ( iFirstMutable < 0 )
				break;
			Assert( pConst->iFastLookup >= 0 && pConst->iFastLookup < AMT_VMT_MUTABLE );
			params[ iFirstMutable + pConst->iFastLookup ]->GetVecValue( &data[0][0], 4 );
		}
		break;
	case HLSLENV_SMART_VMT_STATIC:
		{
			if ( iFirstStatic < 0 )
				break;
			Assert( pConst->iFastLookup >= 0 && pConst->iFastLookup < AMT_VMT_STATIC );
			params[ iFirstStatic + pConst->iFastLookup ]->GetVecValue( &data[0][0], 4 );
		}
		break;
	case HLSLENV_SMART_RANDOM_FLOAT:
		{
			Assert( pConst->iSmartNumComps >= 0 && pConst->iSmartNumComps <= 3 );
			for ( int i = 0; i <= pConst->iSmartNumComps; i++ )
				data[0][i] = RandomFloat( pConst->flSmartDefaultValues[0], pConst->flSmartDefaultValues[1] );
		}
		break;
	case HLSLENV_CUSTOM_MATRIX:
		{
			VMatrix matTmp, matTmpTranspose;
			switch ( pConst->iSmartNumComps )
			{
			case CMATRIX_VIEW:
				pShaderAPI->GetMatrix( MATERIAL_VIEW, matTmp.Base() );
				break;
			case CMATRIX_PROJ:
				pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matTmp.Base() );
				break;
			case CMATRIX_VIEWPROJ:
				{
					VMatrix matV, matP;
					pShaderAPI->GetMatrix( MATERIAL_VIEW, matV.Base() );
					pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matP.Base() );
					MatrixMultiply( matV, matP, matTmp );
				}
				break;
			case CMATRIX_VIEW_INV:
				{
					VMatrix matPre;
					pShaderAPI->GetMatrix( MATERIAL_VIEW, matPre.Base() );
					MatrixInverseGeneral( matPre, matTmp );
				}
				break;
			case CMATRIX_PROJ_INV:
				{
					VMatrix matPre;
					pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matPre.Base() );
					MatrixInverseGeneral( matPre, matTmp );
				}
				break;
			case CMATRIX_VIEWPROJ_INV:
				{
					VMatrix matV, matP, matPre;
					pShaderAPI->GetMatrix( MATERIAL_VIEW, matV.Base() );
					pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matP.Base() );
					MatrixMultiply( matV, matP, matPre );
					MatrixInverseGeneral( matPre, matTmp );
				}
				break;
			}
			MatrixTranspose( matTmp, matTmpTranspose );
			Q_memcpy( &data[0][0], matTmpTranspose.Base(), sizeof(float) * 16 );
		}
		break;
	case HLSLENV_LIGHTMAP_RGB:
#ifdef SHADER_EDITOR_DLL_SWARM
		if ( pContext )
			data[0][0] = pContext->flLightmapScaleFactor;
		else
			data[0][0] = 1.0f;
#elif SHADER_EDITOR_DLL_2006
#else
			data[0][0] = pShaderAPI->GetLightMapScaleFactor();
#endif
		break;
	}

	Assert( pConst->iConstSize >= 1 && pConst->iConstSize <= 4 );
	Assert( _register >= 0 );

	if ( bPS )
		pShaderAPI->SetPixelShaderConstant( _register, &data[0][0], pConst->iConstSize );
	else
		pShaderAPI->SetVertexShaderConstant( _register, &data[0][0], pConst->iConstSize );
}
Beispiel #13
0
void DrawFlesh(  CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
				IShaderShadow* pShaderShadow, FleshVars_t &info, VertexCompressionType_t vertexCompression,
				CBasePerMaterialContextData **pContextDataPtr )
{
	CFlesh_DX9_Context *pContextData = reinterpret_cast< CFlesh_DX9_Context *> ( *pContextDataPtr );

	bool bHasFlashlight = pShader->UsingFlashlight( params );
	bool bAlphaBlend = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
	bool bDetail = ( info.m_nDetailTexture != -1 ) && ( params[info.m_nDetailTexture]->IsTexture() );

	if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
	{
		bool bTransMatMasks = (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsTexture();
		bool bEffectMasks = (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsTexture();
		bool bIridescentWarp = (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsTexture();
		bool bFresnelColorWarp = (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsTexture();
		bool bColorWarp = (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsTexture();
		bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsTexture();
		bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 );
		bool bBackScatter = ( info.m_nBackScatter != -1 ) && ( params[info.m_nBackScatter]->GetFloatValue() > 0 );
		bool bForwardScatter = ( info.m_nForwardScatter != -1) && ( params[info.m_nForwardScatter]->GetFloatValue() > 0 );
		bool bNormal2 = ( info.m_nNormal2Softness != -1 ) && ( params[info.m_nNormal2Softness]->GetFloatValue() > 0 );

		if ( pShader->IsSnapshotting() )
		{
			// Set stream format (note that this shader supports compression)
			unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
			int nTexCoordCount = 1;
			int userDataSize = 4;
			int texCoordDims[4] = { 2, 2, 2, 2 };
			pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );

			int nShadowFilterMode = 0;
			if ( bHasFlashlight )
			{
				nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
			}

			DECLARE_STATIC_VERTEX_SHADER( flesh_vs30 );
			SET_STATIC_VERTEX_SHADER( flesh_vs30 );

			// Pixel Shader
			if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true )
			{
				DECLARE_STATIC_PIXEL_SHADER( flesh_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( ALPHABLEND, bAlphaBlend );
				SET_STATIC_PIXEL_SHADER_COMBO( TRANSMAT, bTransMatMasks );
				SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelColorWarp );
				SET_STATIC_PIXEL_SHADER_COMBO( EFFECTS, bEffectMasks );
				SET_STATIC_PIXEL_SHADER_COMBO( TINTING, bColorWarp );
				SET_STATIC_PIXEL_SHADER_COMBO( IRIDESCENCE, bIridescentWarp );
				SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL, bDetail );
				SET_STATIC_PIXEL_SHADER_COMBO( NORMAL2SOFT, bNormal2 );
				SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer );
				SET_STATIC_PIXEL_SHADER_COMBO( BACK_SCATTER, bBackScatter );
				SET_STATIC_PIXEL_SHADER_COMBO( FORWARD_SCATTER, bForwardScatter );
				SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER( flesh_ps30 );
			}
			else
			{
				Assert( !"No ps_3_0" );
			}

			// Textures
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );		// [sRGB] Base
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );		//		 Bump
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
			if( bInteriorLayer )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );		// [sRGB] Backbuffer
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
			}
			if( bTransMatMasks )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );		//       Trans mat masks
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
			}
			if( bColorWarp )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );		// [sRGB] Color Warp
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
			}
			if( bFresnelColorWarp )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );		// [sRGB] Fresnel color warp (should be sRGB?)
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
			}
			if( bOpacityTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );		//		 Opacity
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
			}
			if( bEffectMasks )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );		//		 Effect masks
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, false );
			}
			if( bIridescentWarp )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );		// [sRGB] Iridescent warp
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, true );
			}
			if( bDetail )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );		// [sRGB] Detail
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, true );
			}
			if ( bHasFlashlight )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	//		 Shadow depth map
				pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );	//		 Noise map
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );	//[sRGB] Flashlight cookie
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );

				// Flashlight passes - additive blending
				pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
				pShaderShadow->EnableAlphaWrites( false );
				pShaderShadow->EnableDepthWrites( false );
			}
			else if ( bAlphaBlend )
			{
				// Base pass - alpha blending (regular translucency)
				pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
				pShaderShadow->EnableAlphaWrites( false );	// TODO: write alpha for fog or not?
				pShaderShadow->EnableDepthWrites( true );	// Rely on depth-sorting
			}
			else
			{
				// Base pass - opaque blending (solid flesh or refractive translucency)
				pShader->DisableAlphaBlending();
				pShaderShadow->EnableAlphaWrites( true );
				pShaderShadow->EnableDepthWrites( true );
			}

			pShaderShadow->EnableSRGBWrite( true );

			// Per-instance state
			pShader->PI_BeginCommandBuffer();
			pShader->PI_SetVertexShaderAmbientLightCube();
			pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
			pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
			pShader->PI_EndCommandBuffer();
		}
		if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
		{
			if ( !pContextData )								// make sure allocated
			{
				pContextData = new CFlesh_DX9_Context;
				*pContextDataPtr = pContextData;
			}
			pContextData->m_bMaterialVarsChanged = false;
			pContextData->m_SemiStaticCmdsOut.Reset();
			///////////////////////////
			// Semi-static block
			///////////////////////////
			float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f };

			flConsts[0] = IS_PARAM_DEFINED( info.m_nBumpStrength ) ? params[info.m_nBumpStrength]->GetFloatValue() : kDefaultBumpStrength;
			flConsts[1] = (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? 8192.0f : 192.0f;	// destalpha dest scale factor. TODO: put this in its own const and call shaderAPI method to set
			flConsts[2] = IS_PARAM_DEFINED( info.m_nInteriorFogStrength ) ? params[info.m_nInteriorFogStrength]->GetFloatValue() : kDefaultInteriorFogStrength;
			flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorRefractStrength ) ? params[info.m_nInteriorRefractStrength]->GetFloatValue() : kDefaultInteriorRefractStrength;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, flConsts, 1 );

			Assert( IS_PARAM_DEFINED( info.m_nFresnelParams ) );
			if ( IS_PARAM_DEFINED( info.m_nFresnelParams ) )
				params[info.m_nFresnelParams]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultFresnelParams, sizeof( kDefaultFresnelParams ) );
			flConsts[3] = params[info.m_nInteriorBackgroundBoost]->GetFloatValue();
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, flConsts, 1 );

			flConsts[0] = IS_PARAM_DEFINED( info.m_nRimLightExp ) ? params[info.m_nRimLightExp]->GetFloatValue() : kDefaultRimLightExp;
			flConsts[1] = IS_PARAM_DEFINED( info.m_nRimLightScale ) ? params[info.m_nRimLightScale]->GetFloatValue() : kDefaultRimLightScale;
			flConsts[2] = IS_PARAM_DEFINED( info.m_nSpecScale ) ? params[info.m_nSpecScale]->GetFloatValue() : kDefaultSpecScale;
			flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp2 ) ? params[info.m_nSpecExp2]->GetFloatValue() : kDefaultSpecExp;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, flConsts, 1 );

			flConsts[0] = IS_PARAM_DEFINED( info.m_nSpecScale2 ) ? params[info.m_nSpecScale2]->GetFloatValue() : kDefaultSpecScale;
			flConsts[1] = IS_PARAM_DEFINED( info.m_nFresnelBumpStrength ) ? params[info.m_nFresnelBumpStrength]->GetFloatValue() : kDefaultFresnelBumpStrength;
			flConsts[2] = IS_PARAM_DEFINED( info.m_nDiffuseSoftNormal ) ? params[info.m_nDiffuseSoftNormal]->GetFloatValue() : kDefaultDiffuseSoftNormal;
			flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorAmbientScale ) ? params[info.m_nInteriorAmbientScale]->GetFloatValue() : kDefaultInteriorAmbientScale;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 10, flConsts, 1 );

			// Depth alpha [ TODO: support fog ]
			bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha() && !bAlphaBlend;
			if ( IS_PARAM_DEFINED( info.m_nSpecFresnel ) )
				params[info.m_nSpecFresnel]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultSpecFresnel, sizeof( kDefaultSpecFresnel ) );
			flConsts[3] = bWriteDepthToAlpha ? 1.0f : 0.0f;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, flConsts, 1 );

			if ( IS_PARAM_DEFINED( info.m_nPhongColorTint ) )
				params[info.m_nPhongColorTint]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultPhongColorTint, sizeof( kDefaultPhongColorTint ) );
			flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorBackLightScale ) ? params[info.m_nInteriorBackLightScale]->GetFloatValue() : kDefaultInteriorBackLightScale;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 19, flConsts, 1 );

			if( bIridescentWarp || bFresnelColorWarp )
			{
				flConsts[0] = ( IS_PARAM_DEFINED( info.m_nIridescenceBoost ) ) ? params[info.m_nIridescenceBoost]->GetFloatValue(): kDefaultIridescenceBoost;
				flConsts[1] = ( IS_PARAM_DEFINED( info.m_nIridescenceExponent ) ) ? params[info.m_nIridescenceExponent]->GetFloatValue(): kDefaultIridescenceExponent;
				flConsts[2] = ( IS_PARAM_DEFINED( info.m_nHueShiftIntensity ) ) ? params[info.m_nHueShiftIntensity]->GetFloatValue(): kDefaultHueShiftIntensity;
				flConsts[3] = ( IS_PARAM_DEFINED( info.m_nHueShiftFresnelExponent ) ) ? params[info.m_nHueShiftFresnelExponent]->GetFloatValue(): kDefaultHueShiftFresnelExponent;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 26, flConsts, 1 );
			}

			if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) )
				params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultSelfIllumTint, sizeof( kDefaultSelfIllumTint ) );
			float flDiffuseExp = IS_PARAM_DEFINED( info.m_nDiffuseExponent ) ? params[info.m_nDiffuseExponent]->GetFloatValue() : kDefaultDiffuseExponent;
			flConsts[3] = pow( 0.5f, flDiffuseExp );
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 27, flConsts, 1 );

			if ( IS_PARAM_DEFINED( info.m_nInteriorColor ) )
				params[info.m_nInteriorColor]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultInteriorColor, sizeof( kDefaultInteriorColor ) );
			flConsts[3] = params[info.m_nInteriorRefractBlur]->GetFloatValue();
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 32, flConsts, 1 );

			if ( IS_PARAM_DEFINED( info.m_nSpecFresnel2 ) )
				params[info.m_nSpecFresnel2]->GetVecValue( flConsts, 3 );
			else
				memcpy( flConsts, kDefaultSpecFresnel2, sizeof( kDefaultSpecFresnel2 ) );
			flConsts[3] = IS_PARAM_DEFINED( info.m_nPhong2Softness ) ? params[info.m_nPhong2Softness]->GetFloatValue() : kDefaultPhong2Softness;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 42, flConsts, 1 );

			flConsts[0] = flDiffuseExp;
			flConsts[1] = IS_PARAM_DEFINED( info.m_nNormal2Softness ) ? params[info.m_nNormal2Softness]->GetFloatValue() : kDefaultNormal2Softness;
			flConsts[2] = IS_PARAM_DEFINED( info.m_nAmbientBoost ) ? params[info.m_nAmbientBoost]->GetFloatValue() : kDefaultAmbientBoost;
			flConsts[3] = IS_PARAM_DEFINED( info.m_nAmbientBoostMaskMode ) ? params[info.m_nAmbientBoostMaskMode]->GetIntValue() : kDefaultAmbientBoostMaskMode;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 43, flConsts, 1 );

			if ( bForwardScatter || bBackScatter )
			{
				flConsts[0] = IS_PARAM_DEFINED( info.m_nForwardScatter ) ? params[info.m_nForwardScatter]->GetFloatValue() : kDefaultForwardScatter;
				flConsts[1] = IS_PARAM_DEFINED( info.m_nBackScatter ) ? params[info.m_nBackScatter]->GetFloatValue() : kDefaultBackScatter;
				flConsts[2] = IS_PARAM_DEFINED( info.m_nSSDepth ) ? params[info.m_nSSDepth]->GetFloatValue() : kDefaultSSDepth;
				flConsts[3] = IS_PARAM_DEFINED( info.m_nSSBentNormalIntensity ) ? params[info.m_nSSBentNormalIntensity]->GetFloatValue() : kDefaultSSBentNormalIntensity;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 44, flConsts, 1 );

				if( IS_PARAM_DEFINED( info.m_nSSColorTint ) )
					params[info.m_nSSColorTint]->GetVecValue( flConsts, 3 );
				else
					memcpy( flConsts, kDefaultSSColorTint, sizeof( kDefaultSSColorTint ) );
				flConsts[3] = IS_PARAM_DEFINED( info.m_nSSTintByAlbedo ) ? params[info.m_nSSTintByAlbedo]->GetFloatValue() : kDefaultSSTintByAlbedo;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 45, flConsts, 1 );
			}

			flConsts[0] = 0.0f;
			flConsts[1] = 0.0f;
			if ( bDetail )
			{
				flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailBlendMode ) ? params[info.m_nDetailBlendMode]->GetIntValue() : kDefaultDetailBlendMode;
				flConsts[1] = IS_PARAM_DEFINED( info.m_nDetailBlendFactor) ? params[info.m_nDetailBlendFactor]->GetFloatValue() : kDefaultDetailBlendFactor;
				flConsts[2] = 0.0f;
			}
			flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp;
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 46, flConsts, 1 );

			pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, BASETEXTURE, -1 );
			pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nNormalMap, -1 );
			pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map

			if ( bTransMatMasks )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nTransMatMasksTexture, -1 );
			}

			if ( bColorWarp )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nColorWarpTexture, -1 );
			}

			if ( bFresnelColorWarp )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nFresnelColorWarpTexture, -1 );
			}

			if ( bOpacityTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nOpacityTexture, -1 );
			}

			if ( bEffectMasks )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nEffectMasksTexture, -1 );
			}

			if ( bIridescentWarp )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nIridescentWarpTexture, -1 );
			}

			// VS consts
			flConsts[0] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale;
			pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts, 1 );

			flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailScale ) ? params[info.m_nDetailScale]->GetFloatValue() : kDefaultDetailScale;
			pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts, 1 );

			if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nDetailTextureTransform, info.m_nDetailScale );
			else
				pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );

			pContextData->m_SemiStaticCmdsOut.End();
			// end semi-static block
		}
	}

	if ( pShaderAPI ) //DYNAMIC_STATE
	{
		CCommandBufferBuilder< CFixedCommandStorageBuffer< 400 > > DynamicCmdsOut;
		DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
		///////////////////////////
		// dynamic block
		///////////////////////////

		float camPos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( camPos );
		DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, camPos );

		if ( bDetail )
		{
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetailTexture, info.m_nDetailFrame );
		}

		float mView[16];
		pShaderAPI->GetMatrix( MATERIAL_VIEW, mView );
		DynamicCmdsOut.SetPixelShaderConstant( 33, mView, 3 );

		DynamicCmdsOut.SetPixelShaderFogParams( 36 );

		LightState_t lightState = { 0, false, false };
		pShaderAPI->GetDX9LightState( &lightState );

		// flashlightfixme: put this in common code.
		bool bFlashlightShadows = false;
		if ( bHasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
			bFlashlightShadows = state.m_bEnableShadows;
			
			SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
			{
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, pFlashlightDepthTexture, -1 );
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_SHADOW_NOISE_2D );
			}

			float atten[4], pos[4], tweaks[4];

			atten[0] = state.m_fConstantAtten;		// Set the flashlight attenuation factors
			atten[1] = state.m_fLinearAtten;
			atten[2] = state.m_fQuadraticAtten;
			atten[3] = state.m_FarZAtten;
			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );

			pos[0] = state.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = state.m_vecLightOrigin[1];
			pos[2] = state.m_vecLightOrigin[2];
			pos[3] = state.m_FarZ;

			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );	// steps on rim boost
			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( state );
			tweaks[1] = ShadowAttenFromState( state );
			pShader->HashShadow2DJitter( state.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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 );

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;

			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
		}
		DynamicCmdsOut.End();

		// end dynamic block
		pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );

		// Set Vertex Shader Combos
		DECLARE_DYNAMIC_VERTEX_SHADER( flesh_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
		SET_DYNAMIC_VERTEX_SHADER( flesh_vs30 );
		
		// Set Pixel Shader Combos
		if( /*g_pHardwareConfig->SupportsPixelShaders_2_b()*/ true )
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( flesh_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER( flesh_ps30 );
		}
		else
		{
			Assert( !"No ps_3_0" );
		}
	}
	pShader->Draw();
}