Example #1
0
void Vector4DMultiplyPosition( const VMatrix& src1, Vector const& src2, Vector4D& dst )
{
	// Make sure it works if src2 == dst
	Vector tmp;
	Vector const&v = ( &src2 == &dst.AsVector3D() ) ? static_cast<const Vector>(tmp) : src2;

	if (&src2 == &dst.AsVector3D())
	{
		VectorCopy( src2, tmp );
	}

	dst[0] = src1[0][0] * v[0] + src1[0][1] * v[1] + src1[0][2] * v[2] + src1[0][3];
	dst[1] = src1[1][0] * v[0] + src1[1][1] * v[1] + src1[1][2] * v[2] + src1[1][3];
	dst[2] = src1[2][0] * v[0] + src1[2][1] * v[1] + src1[2][2] * v[2] + src1[2][3];
	dst[3] = src1[3][0] * v[0] + src1[3][1] * v[1] + src1[3][2] * v[2] + src1[3][3];
}
//-----------------------------------------------------------------------------
// Draw a sphere
//-----------------------------------------------------------------------------
void CVMTPreviewPanel::RenderSphere( const Vector &vCenter, float flRadius, int nTheta, int nPhi )
{
	int nVertices =  nTheta * nPhi;
	int nIndices = 2 * ( nTheta + 1 ) * ( nPhi - 1 );
	
	CMatRenderContextPtr pRenderContext( MaterialSystem() );

	IMesh* pMesh = pRenderContext->GetDynamicMesh();

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_TRIANGLE_STRIP, nVertices, nIndices );

	bool bIsUsingLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
	bool bIsUsingBumpedLightmap = m_Material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );

	int nLightmapWidth = m_pLightmapTexture->GetActualWidth();
	float flHalfLuxel = 0.5f / nLightmapWidth;

	//
	// Build the index buffer.
	//
	int i, j;
	for ( i = 0; i < nPhi; ++i )
	{
		for ( j = 0; j < nTheta; ++j )
		{
			float u = j / ( float )(nTheta - 1);
			float v = i / ( float )(nPhi - 1);
			float theta = ( j != nTheta-1 ) ? 2.0f * M_PI * u : 0.0f;
			float phi = M_PI * v;

			Vector vecPos;
			vecPos.x = flRadius * sin(phi) * cos(theta);
			vecPos.y = flRadius * sin(phi) * sin(theta); 
			vecPos.z = flRadius * cos(phi);
			    
			Vector vecNormal = vecPos;
			VectorNormalize( vecNormal );

			Vector4D vecTangentS;
			Vector vecTangentT;
			vecTangentS.Init( vecPos.z, -vecPos.x, 0.0f, 1.0f );
			if ( VectorNormalize( vecTangentS.AsVector3D() ) == 0.0f )
			{
				vecTangentS.Init( 1.0f, 0.0f, 0.0f, 1.0f );
			}

			CrossProduct( vecNormal, vecTangentS.AsVector3D(), vecTangentT );

			unsigned char red = (int)( u * 255.0f );
			unsigned char green = (int)( v * 255.0f );
			unsigned char blue = (int)( v * 255.0f );
			unsigned char alpha = (int)( v * 255.0f );

			vecPos += vCenter;

			float u1, u2, v1, v2;
			u1 = u2 = u;
			v1 = v2 = v;

			if ( bIsUsingLightmap )
			{
				u1 = RemapVal( u1, 0.0f, 1.0f, flHalfLuxel, 0.25 - flHalfLuxel );

				if ( bIsUsingBumpedLightmap )
				{
					u2 = 0.25f;
					v2 = 0.0f;
				}
			}
					  
			meshBuilder.Position3fv( vecPos.Base() );
			meshBuilder.Normal3fv( vecNormal.Base() );
			meshBuilder.Color4ub( red, green, blue, alpha );
			meshBuilder.TexCoord2f( 0, 2.0f * u, v );
			meshBuilder.TexCoord2f( 1, u1, v1 );
			meshBuilder.TexCoord2f( 2, u2, v2 );
			meshBuilder.TangentS3fv( vecTangentS.Base() );
			meshBuilder.TangentT3fv( vecTangentT.Base() );
			meshBuilder.BoneWeight( 0, 1.0f );
			meshBuilder.BoneMatrix( 0, 0 );
			meshBuilder.UserData( vecTangentS.Base() );
			meshBuilder.AdvanceVertex();
		}
	}

	//
	// Emit the triangle strips.
	//
	int idx = 0;
	for ( i = 0; i < nPhi - 1; ++i )
	{
		for ( j = 0; j < nTheta; ++j )
		{
			idx = nTheta * i + j;

			meshBuilder.FastIndex( idx );
			meshBuilder.FastIndex( idx + nTheta );
		}

		//
		// Emit a degenerate triangle to skip to the next row without
		// a connecting triangle.
		//
		if ( i < nPhi - 2 )
		{
			meshBuilder.FastIndex( idx + 1 );
			meshBuilder.FastIndex( idx + 1 + nTheta );
		}
	}

	meshBuilder.End();
	pMesh->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();
}