Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// 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 );

	float flPhongExponentFactor =  ( info.m_nPhongExponentFactor != -1 ) ? GetFloatParam( info.m_nPhongExponentFactor, params ) : 0.0f;
	const bool bHasPhongExponentFactor = flPhongExponentFactor != 0.0f;

	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_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
			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_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
			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 );

		// If we have a phong exponent factor, then use that as a multiplier against the texture.
		if ( bHasPhongExponentFactor )
		{
			vEyePos_SpecExponent[3] = flPhongExponentFactor;
		}
		else
		{
			// 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();
}
void DrawPassLightPassVolum( const lightPassParms &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression )
{
	const bool bWorldProjection = PARM_SET( info.iWorldProjection );
	const int iLightType = PARM_INT( info.iLightTypeVar );

	const bool bPoint = iLightType == DEFLIGHTTYPE_POINT;

	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();
		pShaderShadow->EnableDepthTest( false );
		pShaderShadow->EnableDepthWrites( false );
		pShaderShadow->EnableAlphaWrites( false );
		pShaderShadow->EnableCulling( true );

		pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

		for ( int i = 0; i < FREE_LIGHT_SAMPLERS; i++ )
		{
			pShaderShadow->EnableTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + i ), true );
		}

		pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );

		DECLARE_STATIC_VERTEX_SHADER( defconstruct_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 );
		SET_STATIC_VERTEX_SHADER_COMBO( SENDWORLDPOS, bWorldProjection ? 1 : 0 );
		SET_STATIC_VERTEX_SHADER( defconstruct_vs30 );

		switch ( iLightType )
		{
		case DEFLIGHTTYPE_POINT:
			{
				DECLARE_STATIC_PIXEL_SHADER( volumpass_point_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER( volumpass_point_ps30 );
			}
			break;
		case DEFLIGHTTYPE_SPOT:
			{
				DECLARE_STATIC_PIXEL_SHADER( volumpass_spot_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER( volumpass_spot_ps30 );
			}
			break;
		}
	}
	DYNAMIC_STATE
	{
		pShaderAPI->SetDefaultState();

		CDeferredExtension *pExt = GetDeferredExt();

		const volumeData_t &vData = GetDeferredExt()->GetVolumeData();

		Assert( pExt->GetActiveLightData() != NULL );
		Assert( pExt->GetActiveLights_NumRows() != NULL );

		const int iNumShadowedCookied = vData.bHasCookie ? 1:0;
		const int iNumShadowed = vData.bHasCookie ? 0:1;

		Assert( (iNumShadowedCookied + iNumShadowed) == 1 );
		Assert( iNumShadowedCookied <= pExt->GetNumActiveLights_ShadowedCookied() );
		Assert( iNumShadowed <= pExt->GetNumActiveLights_Shadowed() );

		DECLARE_DYNAMIC_VERTEX_SHADER( defconstruct_vs30 );
		SET_DYNAMIC_VERTEX_SHADER( defconstruct_vs30 );

		switch ( iLightType )
		{
		case DEFLIGHTTYPE_POINT:
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( volumpass_point_ps30 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED_COOKIE, iNumShadowedCookied );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED, iNumShadowed );
				SET_DYNAMIC_PIXEL_SHADER( volumpass_point_ps30 );
			}
			break;
		case DEFLIGHTTYPE_SPOT:
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( volumpass_spot_ps30 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED_COOKIE, iNumShadowedCookied );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED, iNumShadowed );
				SET_DYNAMIC_PIXEL_SHADER( volumpass_spot_ps30 );
			}
			break;
		}

		pShader->BindTexture( SHADER_SAMPLER0, GetDeferredExt()->GetTexture_VolumePrePass() );
		pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Depth() );

		int iSampler = 0;
		int iShadow = vData.iSamplerOffset;
		int iCookie = vData.iSamplerOffset;

		for ( ; iSampler < (iNumShadowedCookied*2);)
		{
			ITexture *pDepth = bPoint ? GetDeferredExt()->GetTexture_ShadowDepth_DP(iShadow) :
				GetDeferredExt()->GetTexture_ShadowDepth_Proj(iShadow);

			pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler ), pDepth );
			pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler + 1 ), GetDeferredExt()->GetTexture_Cookie(iCookie) );

			iSampler += 2;
			iShadow++;
			iCookie++;
		}

		for ( ; iSampler < (iNumShadowedCookied*2+iNumShadowed); )
		{
			ITexture *pDepth = bPoint ? GetDeferredExt()->GetTexture_ShadowDepth_DP(iShadow) :
				GetDeferredExt()->GetTexture_ShadowDepth_Proj(iShadow);

			pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler ), pDepth );

			iSampler++;
			iShadow++;
		}

		const int frustumReg = bWorldProjection ? 3 : VERTEX_SHADER_SHADER_SPECIFIC_CONST_0;
		CommitBaseDeferredConstants_Frustum( pShaderAPI, frustumReg, !bWorldProjection );
		CommitBaseDeferredConstants_Origin( pShaderAPI, 0 );

		pShaderAPI->SetPixelShaderConstant( FIRST_SHARED_LIGHTDATA_CONSTANT,
			pExt->GetActiveLightData() + vData.iDataOffset,
			vData.iNumRows );

		if ( bWorldProjection )
		{
			CommitHalfScreenTexel( pShaderAPI, 6 );
		}
	}

	pShader->Draw();
}
Ejemplo n.º 3
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 );
		}		
	}
}
Ejemplo n.º 5
0
void DrawPassGBuffer( const defParms_gBuffer &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();
	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bBumpmap = PARM_TEX( info.iBumpmap );
	const bool bBumpmap2 = bBumpmap && PARM_TEX( info.iBumpmap2 );
	const bool bBumpmap3 = bBumpmap && PARM_TEX( info.iBumpmap3 );
	const bool bBumpmap4 = bBumpmap && PARM_TEX( info.iBumpmap4 );
	const bool bPhongmap = PARM_TEX( info.iPhongmap );

	const bool bMultiBlend = PARM_SET( info.iMultiblend );
	const bool bMultiBlendBump = bMultiBlend && bBumpmap;

	const bool bBlendmodulate = ( bBumpmap2 || bMultiBlendBump ) && PARM_TEX( info.iBlendmodulate );
	const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 );
	const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 );

	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;
	const bool bSSBump = bBumpmap && PARM_SET( info.iSSBump );

	Assert( !bIsDecal );

	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();

		pShaderShadow->EnableSRGBWrite( false );

		if ( bNoCull )
		{
			pShaderShadow->EnableCulling( false );
		}

		int iVFmtFlags = VERTEX_POSITION | VERTEX_NORMAL;
		int iUserDataSize = 0;

		int *pTexCoordDim;
		int iTexCoordNum;
		GetTexcoordSettings( ( bModel && bIsDecal && bFastVTex ), bMultiBlend,
			iTexCoordNum, &pTexCoordDim );

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}
		else
		{
			if ( bBumpmap2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		if ( bAlphatest )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
		}

		if ( bBumpmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );

			if ( bModel )
				iUserDataSize = 4;
			else
			{
				iVFmtFlags |= VERTEX_TANGENT_SPACE;
			}
		}

		if ( bPhongmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
		}

		if ( bBumpmap2 || bMultiBlendBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

			if ( bBlendmodulate )
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if ( bMultiBlendBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );

			if ( bBlendmodulate )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
			}
		}

		pShaderShadow->EnableAlphaWrites( true );

		pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize );

		DECLARE_STATIC_VERTEX_SHADER( gbuffer_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, bBumpmap );
		SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend );
		SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlendBump );
		SET_STATIC_VERTEX_SHADER( gbuffer_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpmap ? bSSBump ? 2 : 1 : 0 );
		SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull );
		SET_STATIC_PIXEL_SHADER_COMBO( PHONGMAP, bPhongmap );
		SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlendBump );
		SET_STATIC_PIXEL_SHADER( gbuffer_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

		if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER ) )
		{
			tmpBuf.Reset();

			if ( bAlphatest )
			{
				PARM_VALIDATE( info.iAlphatestRef );

				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );

				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
			}

			if ( bBumpmap )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iBumpmap );

			if ( bPhongmap )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iPhongmap );
			else
			{
				float flPhongExp[2] = { 0 };
				flPhongExp[0] = clamp( PARM_FLOAT( info.iPhongExp ), 0, 1 ) * 63.0f;

				if ( bBumpmap2 )
				{
					PARM_VALIDATE( info.iPhongExp2 );

					flPhongExp[1] = clamp( PARM_FLOAT( info.iPhongExp2 ), 0, 1 ) * 63.0f;
					tmpBuf.SetPixelShaderConstant2( 2, flPhongExp[0], flPhongExp[1] );
				}
				else
					tmpBuf.SetPixelShaderConstant1( 2, flPhongExp[0] );
			}

			if ( bBumpmap2 || bMultiBlendBump )
			{
				if ( bBumpmap2 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iBumpmap2 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform );
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iBlendmodulate );
				}
			}

			if ( bMultiBlendBump )
			{
				if ( bBumpmap3 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iBumpmap3 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );

				if ( bBumpmap4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBumpmap4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALMAP_FLAT );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform2 );
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.iBlendmodulateTransform3 );

					if ( bBlendmodulate2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iBlendmodulate2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BLACK );

					if ( bBlendmodulate3 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iBlendmodulate3 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BLACK );
				}
			}

			tmpBuf.SetPixelShaderConstant2( 1,
				IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ? 1.0f : 0.0f,
				PARM_SET( info.iLitface ) ? 1.0f : 0.0f );

			tmpBuf.End();

			pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER, tmpBuf.Copy() );
		}

		pShaderAPI->SetDefaultState();

		if ( bModel && bFastVTex )
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
		
		DECLARE_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );

		if ( bModel && bFastVTex )
		{
			bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
			pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
		}

		float vPos[4] = {0,0,0,0};
		pShaderAPI->GetWorldSpaceCameraPosition( vPos );
		float zScale[4] = {GetDeferredExt()->GetZScale(),0,0,0};
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPos );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, GetDeferredExt()->GetForwardBase() );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, zScale );

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER ) );
	}

	pShader->Draw();
}
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();
}
	inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
		IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) 
	{
		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

		SHADOW_STATE
		{
			SetInitialShadowState( );
			if( bRefraction )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
				}
			}
			if( bReflection )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
				}
			}
			if( params[BASETEXTURE]->IsTexture() )
			{
				// BASETEXTURE
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				// LIGHTMAP
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

				if ( params[ENVMAPMASK]->IsTexture() )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
				}
			}

			// normal map
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );

			int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;

			// texcoord0 : base texcoord
			// texcoord1 : lightmap texcoord
			// texcoord2 : lightmap texcoord offset
			int numTexCoords = 1;
			if( params[BASETEXTURE]->IsTexture() )
			{
				numTexCoords = 3;
			}
			pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 );
			
			if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) )
			{
				EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
			}

			DECLARE_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
			SET_STATIC_VERTEX_SHADER( lightmappedreflective_vs20 );

			// "REFLECT" "0..1"
			// "REFRACT" "0..1"
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( REFLECT,  bReflection );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT,  bRefraction );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( REFLECT,  bReflection );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT,  bRefraction );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER( lightmappedreflective_ps20 );
			}

			FogToFogColor();

			if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
			{
				// we are writing linear values from this shader.
				pShaderShadow->EnableSRGBWrite( true );
			}

			pShaderShadow->EnableAlphaWrites( bFullyOpaque );
		}
		DYNAMIC_STATE
		{
			if( bRefraction )
			{
				// HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable
				BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 );
			}
			if( bReflection )
			{
				BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 );
			}
			BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME );
			if( params[BASETEXTURE]->IsTexture() )
			{
				BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
				SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM );

				if ( params[ENVMAPMASK]->IsTexture() )
				{
					BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME );
				}
			}
			
			// Refraction tint
			if( bRefraction )
			{
				SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
			}
			// Reflection tint
			if( bReflection )
			{
				SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
			}

			SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
			
			float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f };
			pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
			
			float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
			pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
							  
			// fresnel constants
			float flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue();
			float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 0.0f };
			pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );

			float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), 
				params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() };
			pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );

			pShaderAPI->SetPixelShaderFogParams( 8 );

			DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
			SET_DYNAMIC_VERTEX_SHADER( lightmappedreflective_vs20 );
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( lightmappedreflective_ps20 );
			}
		}
		Draw();
	}
void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, 
								 LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr )
{
	bool bSinglePassFlashlight = true;
	bool hasFlashlight = pShader->UsingFlashlight( params );
	CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr );
	bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() );

	if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || ( hasFlashlight && !IsX360() ) )
	{
		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_pConfig->UseBumpmapping();
		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 = g_pConfig->UseSpecular() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );

		bool bParallaxMapping = false;
		// L4D: no parallax mapping
		/*
		if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			bParallaxMapping = ( info.m_nParallaxMap != -1 ) && ( params[info.m_nParallaxMap]->GetIntValue() != 0 );
		*/

		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;

		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();
			int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
			if( hasEnvmap )
			{
				//only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
				envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1;
			}
			else
			{
				envmap_variant = 0; 
			}

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

				int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
				if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() )
				{
					staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 );	// Needed for SSAO
				}

				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 ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() )
				{
					staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_PAINT );
				}

				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, !bShaderSrgbRead );

				if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead );
				}

				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, !bShaderSrgbRead );
				}
//		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;
				}

#define TCOMBINE_NONE 12									// there is no detail texture

				int nDetailBlendMode = TCOMBINE_NONE;

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

				// Hijack detail blend mode 9 for paint (this blend mode was previously skipped/unused in lightmappedgeneric)
				if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() )
				{
					nDetailBlendMode = 9;
				}
				
				if( hasBump || hasNormalMapAlphaEnvmapMask )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
				}
				if( hasBump2 )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
				}
				if( hasBumpMask )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
				}
				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;
				
				// if ( pShaderAPI->InEditorMode() )
// 				if ( pShader->CanUseEditorMaterials() )
// 				{
// 					numTexCoords = 1;
// 				}
// 				else
				{
					numTexCoords = 2;
					if( hasBump )
					{
						numTexCoords = 3;
					}
				}
		
				int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );

				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( 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 );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
				SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping );
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
#ifdef _X360
				SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );

#define TCOMBINE_NONE 12									// there is no detail texture

				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
					DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
					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,  envmap_variant );
					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 );
#ifdef _X360
					SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
					SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping );
					SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
					SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
					SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
				}
				else
				{
					DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
					SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
					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,  envmap_variant );
					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( PARALLAX_MAPPING, bParallaxMapping );
					SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
					SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
					SET_STATIC_PIXEL_SHADER( 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();

				// NOTE: This isn't optimal. If $color2 is ever changed by a material
				// proxy, this code won't get re-run, but too bad. No time to make this work
				// Also note that if the lightmap scale factor changes
				// all shadow state blocks will be re-run, so that's ok
				float flLScale = pShaderShadow->GetLightMapScaleFactor();
				pShader->PI_BeginCommandBuffer();
				pShader->PI_SetModulationPixelShaderDynamicState( 21 );

				// MAINTOL4DMERGEFIXME
				// Need to reflect this change which is from this rel changelist since this constant set was moved from the dynamic block to here:
				// Change 578692 by Alex@alexv_rel on 2008/06/04 18:07:31
				//
				// Fix for portalareawindows in ep2 being rendered black. The color variable was being multipurposed for both the vs and ps differently where the ps doesn't care about alpha, but the vs does. Only applying the alpha2 DoD hack to the pixel shader constant where the alpha was never used in the first place and leaving alpha as is for the vs.

  				// 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 );

				pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale );
				pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale );
				pShader->PI_EndCommandBuffer();
			} // 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;
			}
			int nTransformToLoad = info.m_nBlendMaskTransform;
			if( ( hasBump || hasSSBump ) && hasDetailTexture && !hasSelfIllum && !bHasBlendModulateTexture )
			{
				nTransformToLoad = info.m_nBumpTransform;
			}
			pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( 
				VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad );

			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 );
			
			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();
			int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
			if( hasEnvmap )
			{
				//only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
				envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1;
			}
			else
			{
				envmap_variant = 0; 
			}

			pContextData->m_bPixelShaderFastPath = true;
			bool bUsingContrastOrSaturation = 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 ( bUsingContrastOrSaturation || 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 );
				}
			}

			// parallax and cubemap light scale mapping parms (c20)
			if ( bParallaxMapping || (envmap_variant == 2) )
			{
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 20, GetFloatParam( info.m_nHeightScale, params), GetFloatParam( info.m_nEnvMapLightScale, 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 )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame );
				}
				else
				{
					if( hasSSBump )
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_SSBUMP_FLAT );
					}
					else
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
					}
				}
			}
			if( hasBump2 )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 );
				}
				else
				{
					if( hasSSBump )
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );
					}
					else
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SSBUMP_FLAT );
					}
				}
			}
			if( hasBumpMask )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 );
				}
				else
				{
					// this doesn't make sense
					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 );
			}

			if ( hasFlashlight && IsX360() )
			{
				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();
		}
	}
	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 );
		}

		bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;

		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
		if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE )
		{
			if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline )
			{
				nFixedLightingMode = ENABLE_FIXED_LIGHTING_NONE;
			}
			else
			{
				bVertexShaderFastPath = false;
			}
		}

		bool bWorldNormal = ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH );
		if ( bWorldNormal && IsPC() )
		{
			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;
			DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyeDir[0], vEyeDir[1], vEyeDir[2], 1.0f );
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
		SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 );

		bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;

		if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE )
		{
			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;
		}

		bool bFlashlightShadows = false;
		bool bUberlight = false;
		if( hasFlashlight && IsX360() )
		{
			pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight );
		}
		else
		{
			// only do ambient light when not using flashlight
			static ConVarRef mat_ambient_light_r_forced( "mat_ambient_light_r_forced" );
			static ConVarRef mat_ambient_light_g_forced( "mat_ambient_light_g_forced" );
			static ConVarRef mat_ambient_light_b_forced( "mat_ambient_light_b_forced" );

			float vAmbientColor[4] = { mat_ambient_light_r_forced.GetFloat() != -1.0f ? mat_ambient_light_r_forced.GetFloat() : mat_ambient_light_r.GetFloat(), 
									   mat_ambient_light_g_forced.GetFloat() != -1.0f ? mat_ambient_light_g_forced.GetFloat() : mat_ambient_light_g.GetFloat(), 
									   mat_ambient_light_b_forced.GetFloat() != -1.0f ? mat_ambient_light_b_forced.GetFloat() : mat_ambient_light_b.GetFloat(), 
									   0.0f };
			if ( mat_fullbright.GetInt() == 1 )
			{
				vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f;
			}
			DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 );
		}

		float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
		if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH,  bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST,  bPixelShaderFastPath && envmapContrast == 1.0f );

			// 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( FLASHLIGHTSHADOWS, bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b );
		}
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH,  bPixelShaderFastPath );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST,  bPixelShaderFastPath && envmapContrast == 1.0f );

			// Don't write fog to alpha if we're using translucency
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20 );
		}

		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();
	}
}
Ejemplo n.º 9
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();
}