void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
						  IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
{
	bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;

	SHADOW_STATE
	{
		// Reset shadow state manually since we're drawing from two materials
		pShader->SetInitialShadowState( );

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

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			// Vertex Shader
			DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 );

			// Pixel Shader
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
			}
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			// Vertex Shader
			DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 );

			// Pixel Shader
			DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
		}
#endif

		// Textures
		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
		if ( bBumpMapping )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
		}
		pShaderShadow->EnableSRGBWrite( true );

		// Blending
		pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		pShaderShadow->EnableAlphaWrites( false );

		// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
		pShaderShadow->EnableDepthWrites( true );
	}
	DYNAMIC_STATE
	{
		// Reset render state manually since we're drawing from two materials
		pShaderAPI->SetDefaultState();

		// Set Vertex Shader Constants 
		if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
		}

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			// Set Vertex Shader Combos
			DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 );

			// Set Pixel Shader Combos
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
				SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
				SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

			// Set Vertex Shader Combos
			DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 );

			// Set Pixel Shader Combos
			DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
			SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 );
		}
#endif

		// Bind textures
		pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
		if ( bBumpMapping )
		{
			pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
		}

		// Set Pixel Shader Constants 
		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
		pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );

		float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor;
		vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
		pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );

		// Refract color tint
		pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 );

		// Set c0 and c1 to contain first two rows of ViewProj matrix
		VMatrix mView, mProj;
		pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
		pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
		VMatrix mViewProj = mView * mProj;
		mViewProj = mViewProj.Transpose3x3();
		pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
	}
	pShader->Draw();
}
void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
					IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression )
{
	bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;

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

		// Vertex Shader
		DECLARE_STATIC_VERTEX_SHADER( aftershock_vs20 );
		SET_STATIC_VERTEX_SHADER( aftershock_vs20 );
	
		// Pixel Shader
		if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
		{
			DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b );
			SET_STATIC_PIXEL_SHADER( aftershock_ps20b );
		}
		/*else
		{
			DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 );
			SET_STATIC_PIXEL_SHADER( aftershock_ps20 );
		}*/

		// Textures
		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
		pShaderShadow->EnableSRGBWrite( true );

		// Blending
		pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		pShaderShadow->EnableAlphaWrites( false );

		// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
		//pShaderShadow->EnableDepthWrites( true );
	}
	DYNAMIC_STATE
	{
		// Set Vertex Shader Combos
		DECLARE_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
		SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 );

		// Set Vertex Shader Constants 
		if ( info.m_nBumpTransform != -1 )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
		}

		// Time % 1000
		float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
		vPackedVsConst1[0] = flTime;
		vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );

		DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );
		SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b );

		// Bind textures
		pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
		if ( bBumpMapping )
		{
			pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
		}

		// Set Pixel Shader Constants 
		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
		pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );

		float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount;
		vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount;
		vPackedConst1[3] = vPackedVsConst1[0]; // Time
		pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );

		// Refract color tint
		pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 );

		// Silhouette values
		float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0];
		vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1];
		vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2];
		vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness;
		pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 );

		// Ground min/max
		float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin;
		vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax;
		pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 );

		// Set c0 and c1 to contain first two rows of ViewProj matrix
		VMatrix mView, mProj;
		pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
		pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
		VMatrix mViewProj = mView * mProj;
		mViewProj = mViewProj.Transpose3x3();
		pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
	}
	pShader->Draw();
}