Esempio n. 1
0
void DrawPassShadowPass( const defParms_shadow &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 bAlbedo2 = PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = PARM_TEX( info.iAlbedo4 );
	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;

	const bool bMultiBlend = PARM_SET( info.iMultiblend ) && bAlbedo && bAlbedo2 && bAlbedo3;
	const bool bBaseTexture2 = !bMultiBlend && bAlbedo2;

	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;
		}

#ifndef DEFCFG_ENABLE_RADIOSITY
		if ( bAlphatest )
#endif
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );

			if ( bBaseTexture2 || bMultiBlend )
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

			if ( bMultiBlend )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			}
		}

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

		DECLARE_STATIC_VERTEX_SHADER( shadowpass_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 );
		SET_STATIC_VERTEX_SHADER( shadowpass_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( shadowpass_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 );
		SET_STATIC_PIXEL_SHADER( shadowpass_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );
		const int shadowMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_MODE );
		const int radiosityOutput = DEFCFG_ENABLE_RADIOSITY != 0
			&& pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_RADIOSITY );

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

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

				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
#ifndef DEFCFG_ENABLE_RADIOSITY
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
#endif
			}

#if DEFCFG_ENABLE_RADIOSITY
			if ( bAlbedo )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
			else
				tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );

			if ( bBaseTexture2 || bMultiBlend )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iAlbedo2 );

			if ( bMultiBlend )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iAlbedo3 );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_WHITE );
			}
#endif

			tmpBuf.End();

			pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW, 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( shadowpass_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_COMBO( SHADOW_MODE, shadowMode );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( RADIOSITY, radiosityOutput );
		SET_DYNAMIC_VERTEX_SHADER( shadowpass_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( SHADOW_MODE, shadowMode );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( RADIOSITY, radiosityOutput );
		SET_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 );

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

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW ) );

		switch ( shadowMode )
		{
		case DEFERRED_SHADOW_MODE_ORTHO:
			{
				CommitShadowcastingConstants_Ortho( pShaderAPI,
					pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ),
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1,
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_2
					);
			}
			break;
		case DEFERRED_SHADOW_MODE_PROJECTED:
			{
				CommitShadowcastingConstants_Proj( pShaderAPI,
					pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ),
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1,
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_2
					);
			}
			break;
		}

#ifdef SHADOWMAPPING_USE_COLOR
		CommitViewVertexShader( pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 );
#endif
	}

	pShader->Draw();
}
void DrawPassComposite( const defParms_composite &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 bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bAlbedo2 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo4 );

	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;
	const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && !bAlphatest;

	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bUseSRGB = DEFCFG_USE_SRGB_CONVERSION != 0;
	const bool bPhongFresnel = PARM_SET( info.iPhongFresnel );

	const bool bEnvmap = PARM_TEX( info.iEnvmap );
	const bool bEnvmapMask = bEnvmap && PARM_TEX( info.iEnvmapMask );
	const bool bEnvmapMask2 = bEnvmapMask && PARM_TEX( info.iEnvmapMask2 );
	const bool bEnvmapFresnel = bEnvmap && PARM_SET( info.iEnvmapFresnel );

	const bool bRimLight = PARM_SET( info.iRimlightEnable );
	const bool bRimLightModLight = bRimLight && PARM_SET( info.iRimlightModLight );
	const bool bBlendmodulate = bAlbedo2 && PARM_TEX( info.iBlendmodulate );
	const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 );
	const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 );

	const bool bSelfIllum = !bAlbedo2 && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
	const bool bSelfIllumMaskInEnvmapMask = bSelfIllum && bEnvmapMask && PARM_SET( info.iSelfIllumMaskInEnvmapAlpha );
	const bool bSelfIllumMask = bSelfIllum && !bSelfIllumMaskInEnvmapMask && !bEnvmapMask && PARM_TEX( info.iSelfIllumMask );

	const bool bMultiBlend = PARM_SET( info.iMultiblend )
		&& bAlbedo && bAlbedo2 && bAlbedo3 && !bEnvmapMask && !bSelfIllumMask;

	const bool bNeedsFresnel = bPhongFresnel || bEnvmapFresnel;
	const bool bGBufferNormal = bEnvmap || bRimLight || bNeedsFresnel;
	const bool bWorldEyeVec = bGBufferNormal;


	AssertMsgOnce( !(bTranslucent || bAlphatest) || !bAlbedo2,
		"blended albedo not supported by gbuffer pass!" );

	AssertMsgOnce( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) == false,
		"Normal map sampling should stay out of composition pass." );

	AssertMsgOnce( !PARM_TEX( info.iSelfIllumMask ) || !bEnvmapMask,
		"Can't use separate selfillum mask with envmap mask - use SELFILLUM_ENVMAPMASK_ALPHA instead." );

	AssertMsgOnce( PARM_SET( info.iMultiblend ) == bMultiBlend,
		"Multiblend forced off due to invalid usage! May cause vertexformat mis-matches between passes." );


	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();
		pShaderShadow->EnableSRGBWrite( bUseSRGB );

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

		int iVFmtFlags = VERTEX_POSITION;
		int iUserDataSize = 0;

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

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_NORMAL;
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}
		else
		{
			if ( bAlbedo2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bUseSRGB );

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

		if ( bTranslucent )
		{
			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );

		if ( bEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );

			if ( bEnvmapMask )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );

				if ( bAlbedo2 )
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			}
		}
		else if ( bSelfIllumMask )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if ( bAlbedo2 )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bUseSRGB );

			if ( bBlendmodulate )
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}

		if ( bMultiBlend )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, bUseSRGB );

			if ( bAlbedo4 )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, bUseSRGB );
			}

			if ( bBlendmodulate )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
			}
		}

		pShaderShadow->EnableAlphaWrites( false );
		pShaderShadow->EnableDepthWrites( !bTranslucent );

		pShader->DefaultFog();

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

		DECLARE_STATIC_VERTEX_SHADER( composite_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bModel && bIsDecal );
		SET_STATIC_VERTEX_SHADER_COMBO( EYEVEC, bWorldEyeVec );
		SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_VERTEX_SHADER( composite_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( composite_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent );
		SET_STATIC_PIXEL_SHADER_COMBO( READNORMAL, bGBufferNormal );
		SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAP, bEnvmap );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bEnvmapMask );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPFRESNEL, bEnvmapFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( PHONGFRESNEL, bPhongFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bRimLight );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHTMODULATELIGHT, bRimLightModLight );
		SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_MASK, bSelfIllumMask );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAP_ALPHA, bSelfIllumMaskInEnvmapMask );
		SET_STATIC_PIXEL_SHADER( composite_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

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

			if ( bAlphatest )
			{
				PARM_VALIDATE( info.iAlphatestRef );
				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
			}

			if ( bAlbedo )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
			else
				tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );

			if ( bEnvmap )
			{
				if ( building_cubemaps.GetBool() )
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BLACK );
				else
				{
					if ( PARM_TEX( info.iEnvmap ) && !bModel )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iEnvmap );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LOCAL_ENV_CUBEMAP );
				}

				if ( bEnvmapMask )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iEnvmapMask );

				if ( bAlbedo2 )
				{
					if ( bEnvmapMask2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iEnvmapMask2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
				}

				tmpBuf.SetPixelShaderConstant( 5, info.iEnvmapTint );

				float fl6[4] = { 0 };
				fl6[0] = PARM_FLOAT( info.iEnvmapSaturation );
				fl6[1] = PARM_FLOAT( info.iEnvmapContrast );
				tmpBuf.SetPixelShaderConstant( 6, fl6 );
			}

			if ( bNeedsFresnel )
			{
				tmpBuf.SetPixelShaderConstant( 7, info.iFresnelRanges );
			}

			if ( bRimLight )
			{
				float fl9[4] = { 0 };
				fl9[0] = PARM_FLOAT( info.iRimlightExponent );
				fl9[1] = PARM_FLOAT( info.iRimlightAlbedoScale );
				tmpBuf.SetPixelShaderConstant( 9, fl9 );
			}

			if ( bAlbedo2 )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iAlbedo2 );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.iBlendmodulateTransform );
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBlendmodulate );
				}
			}

			if ( bMultiBlend )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iAlbedo3 );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform2 );
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform3 );

					if ( bBlendmodulate2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iBlendmodulate2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK );

					if ( bBlendmodulate3 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iBlendmodulate3 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_BLACK );
				}
			}

			if ( bSelfIllum && bSelfIllumMask )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iSelfIllumMask );
			}

			int x, y, w, t;
			pShaderAPI->GetCurrentViewport( x, y, w, t );
			float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 };

			tmpBuf.SetPixelShaderConstant( 1, fl1 );

			tmpBuf.SetPixelShaderFogParams( 2 );

			float fl4 = { PARM_FLOAT( info.iPhongScale ) };
			tmpBuf.SetPixelShaderConstant1( 4, fl4 );

			tmpBuf.End();

			pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE, 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( composite_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( composite_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( composite_ps30 );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
		SET_DYNAMIC_PIXEL_SHADER( composite_ps30 );

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

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE ) );

		if ( bGBufferNormal )
			pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Normals() );

		pShader->BindTexture( SHADER_SAMPLER2, GetDeferredExt()->GetTexture_LightAccum() );

		CommitBaseDeferredConstants_Origin( pShaderAPI, 3 );

		if ( bWorldEyeVec )
		{
			float vEyepos[4] = {0,0,0,0};
			pShaderAPI->GetWorldSpaceCameraPosition( vEyepos );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vEyepos );
		}

		if ( bRimLight )
		{
			pShaderAPI->SetPixelShaderConstant( 8, params[ info.iRimlightTint ]->GetVecValue() );
		}

		if ( bSelfIllum )
		{
			pShaderAPI->SetPixelShaderConstant( 10, params[ info.iSelfIllumTint ]->GetVecValue() );
		}
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

				pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );

				unsigned int flags = VERTEX_POSITION;

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

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

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

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

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

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

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

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

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

				// texcoord0 : base texcoord
				// texcoord1 : lightmap texcoord
				// texcoord2 : lightmap texcoord offset
				int numTexCoords = 2;
				if( hasBump )
				{
					numTexCoords = 3;
				}
		
				pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );

				// Pre-cache pixel shaders
				bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );

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

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

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

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

				pShaderShadow->EnableSRGBWrite( true );

				pShader->DefaultFog();


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

			bool bHasBlendMaskTransform= (
				(info.m_nBlendMaskTransform != -1) &&
				(info.m_nMaskedBlending != -1) &&
				(params[info.m_nMaskedBlending]->GetIntValue() ) &&
				( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
			
			// If we don't have a texture transform, we don't have
			// to set vertex shader constants or run vertex shader instructions
			// for the texture transform.
			bool bHasTextureTransform = 
				!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
				   params[info.m_nBumpTransform]->MatrixIsIdentity() &&
				   params[info.m_nBumpTransform2]->MatrixIsIdentity() &&
				   params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
			
			bHasTextureTransform |= bHasBlendMaskTransform;
			
			pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;

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

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
        DECLARE_DYNAMIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20);
		SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( 
			LIGHTING_PREVIEW, 
			(nFixedLightingMode)?1:0
			);
        SET_DYNAMIC_VERTEX_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_vs20);

		bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;
		if( nFixedLightingMode !=0 )
		{
			bPixelShaderFastPath = false;
		}
		bool bWriteDepthToAlpha;
		bool bWriteWaterFogToAlpha;
		if(  pContextData->m_bFullyOpaque ) 
		{
			bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
			bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
			AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
		}
		else
		{
			//can't write a special value to dest alpha if we're actually using as-intended alpha
			bWriteDepthToAlpha = false;
			bWriteWaterFogToAlpha = false;
		}

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

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

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

			SetFlashLightColorFromState( flashlightState, pShaderAPI );

			float atten[4], pos[4];
			atten[0] = flashlightState.m_fConstantAtten;		// Set the flashlight attenuation factors
			atten[1] = flashlightState.m_fLinearAtten;
			atten[2] = flashlightState.m_fQuadraticAtten;
			atten[3] = flashlightState.m_FarZ;
			DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 );

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

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

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

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

				// Dimensions of screen, used for screen-space noise map sampling
				float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
				int nWidth, nHeight;
				pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
				vScreenScale[0] = (float) nWidth  / 32.0f;
				vScreenScale[1] = (float) nHeight / 32.0f;
				DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 );
			}
		}

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

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

		//Fix it now by converting depth to dest alpha for any pixels that just wrote.
		pShader->DrawEqualDepthToDestAlpha();
	}
}
Esempio n. 4
0
void DrawPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
	                         VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive )
{
	CPhong_DX9_Context *pContextData = reinterpret_cast< CPhong_DX9_Context *> ( *pContextDataPtr );

	bool bHasFlashlight = !bDeferredActive && pShader->UsingFlashlight( params );
	bool bHasFlashlightOnly = bHasFlashlight && !IsX360();
#ifndef _X360
	bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
	BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlightOnly; //dest alpha is free for special use
	bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture();
#if !defined( PLATFORM_X360 )
	bool bHasDisplacementWrinkles = (info.m_nDisplacementWrinkleMap != -1) && params[info.m_nDisplacementWrinkleMap]->GetIntValue();
#endif

	bool bHasTeamColorTexture = ( info.m_nTeamColorTexture != -1 ) && params[info.m_nTeamColorTexture]->IsTexture();

	bool bHasFoW = ( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) );
	bool bFOWValidTexture = true;
	if ( bHasFoW == true )
	{
		ITexture *pTexture = params[ info.m_nFoW ]->GetTextureValue();
		if ( ( pTexture->GetFlags() & TEXTUREFLAGS_RENDERTARGET ) == 0 )
		{
			bHasFoW = true;
			bFOWValidTexture = false;
		}
	}
	else
	{
		bHasFoW = true;
		bFOWValidTexture = false;
	}

	if( pShader->IsSnapshotting() )
	{
		PhongShaderInfo_t phongInfo;
		ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo );

		bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() );
		int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
		bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
		bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );

		// look at color and alphamod stuff.
		// Unlit generic never uses the flashlight
		bool bHasEnvmap = !bHasFlashlightOnly && params[info.m_nEnvmap]->IsTexture();

		// 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() );
		}

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

		if ( !bHasFlashlightOnly ) // 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 | 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, !bShaderSrgbRead );

		if ( !bHasFoW && !bDeferredActive && (phongInfo.m_bHasBaseTextureWrinkle) )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );	// Base (albedo) compression map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead );

			pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );	// Base (albedo) stretch map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, !bShaderSrgbRead );
		}

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

		if( phongInfo.m_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
		}

		// 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 ( !bHasFoW && !bDeferredActive && (phongInfo.m_bHasBumpWrinkle || phongInfo.m_bHasBaseTextureWrinkle) )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );	// Normal compression map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, false );

			pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );	// Normal stretch map
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, false );
		}

		if( bHasFoW )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
		}

		if( bDeferredActive )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );
		}

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

		if ( phongInfo.m_bHasSelfIllum )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
		}

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

		// Always enable ambient occlusion sampler on PC on DX10 parts
		if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
		}

		if( bHasTeamColorTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );
		}

		if ( bHasDisplacement && IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
		{
			pShaderShadow->EnableVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, true );
		}

		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 );

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

		// This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong,
		// so the only safe way to allow artists to disable half lambert is to create this param that disables the
		// default behavior of forcing half lambert on.
		bool bPhongHalfLambert = IS_PARAM_DEFINED( info.m_nPhongDisableHalfLambert ) ? ( params[ info.m_nPhongDisableHalfLambert ]->GetIntValue() == 0 ) : true;

		if ( g_pHardwareConfig->HasFastVertexTextures() )
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
			SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
		}

		DECLARE_STATIC_VERTEX_SHADER( phong_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
		SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
		SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW );
		SET_STATIC_VERTEX_SHADER( phong_vs30 );

		if( bDeferredActive ) 
		{
			DECLARE_STATIC_PIXEL_SHADER( phong_deferred_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL,  phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong );
			//SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, !bHasFoW && phongInfo.m_bHasBaseTextureWrinkle );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
			SET_STATIC_PIXEL_SHADER_COMBO( TEAMCOLORTEXTURE,  bHasTeamColorTexture );
			//SET_STATIC_PIXEL_SHADER_COMBO( FOW, /*bHasFoW*/ 1 );
			SET_STATIC_PIXEL_SHADER( phong_deferred_ps30 );
		}
		else
		{
			DECLARE_STATIC_PIXEL_SHADER( phong_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly );
			SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL,  phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong );
			//SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, !bHasFoW && phongInfo.m_bHasBaseTextureWrinkle );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
			SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
			SET_STATIC_PIXEL_SHADER_COMBO( TEAMCOLORTEXTURE,  bHasTeamColorTexture );
			//SET_STATIC_PIXEL_SHADER_COMBO( FOW, /*bHasFoW*/ 1 );
			SET_STATIC_PIXEL_SHADER( phong_ps30 );
		}

		if( bHasFlashlightOnly )
		{
			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 );

		pShader->PI_BeginCommandBuffer();
		pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
		pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
		pShader->PI_SetVertexShaderAmbientLightCube();
		// material can opt out of per-instance modulation via $nodiffusemodulation
		bool bAllowDiffuseModulation = ( info.m_nAllowDiffuseModulation == -1 ) ? true : ( params[info.m_nAllowDiffuseModulation]->GetIntValue() != 0 );
		if ( bAllowDiffuseModulation )
		{
			pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		}
		else
		{
			pShader->PI_SetModulationPixelShaderDynamicState_Identity( 1 );
		}
		pShader->PI_EndCommandBuffer();
	}
	else // not snapshotting -- begin dynamic state
	{
		// Deal with semisatic
		if ( ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
		{
			if ( !pContextData )								// make sure allocated
			{
				pContextData = new CPhong_DX9_Context;
				*pContextDataPtr = pContextData;
			}

			pContextData->m_SemiStaticCmdsOut.Reset();
			pContextData->m_bMaterialVarsChanged = false;

			PhongShaderInfo_t phongInfo;
			ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo );

			bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
			bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
			bool bHasSelfIllumMask = ( phongInfo.m_bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();
			float fBlendFactor = ( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
			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 bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
			bool bHasRimMaskMap = bHasSpecularExponentTexture && phongInfo.m_bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
			bool bHasSinglePassFlashlight = IsX360(); // NOTE: If you change this, fix state.m_nDepthTweakConstant below! And, deal with SINGLE_PASS_FLASHLIGHT in phong_ps20b.fxc

			if( phongInfo.m_bHasBaseTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
			}
			else
			{
				pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
			}

			if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame );
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame );
			}

			if( phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong )
			{
				if ( r_lightwarpidentity.GetBool() )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP );
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDiffuseWarpTexture );
				}
			}

			if( phongInfo.m_bHasPhongWarp )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nPhongWarpTexture );
			}

			if( bHasSpecularExponentTexture && phongInfo.m_bHasPhong )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nPhongExponentTexture );
			}
			else
			{
				pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
			}

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

				if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBumpWrinkle )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame );
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame );
				}
				else if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame );
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame );
				}
			}
			else // Just flat bump maps
			{
				if ( bHasBump )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
				}

				if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT );
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT );
				}
			}

			if ( phongInfo.m_bHasDetailTexture )
			{
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame );
			}

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

			if( !bHasFlashlightOnly )
			{
				if ( phongInfo.m_bHasEnvmap )
				{
					pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame );
				}
			}
			
			pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );

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

			if ( phongInfo.m_bHasDetailTexture )
			{
				if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
				{
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
						info.m_nDetailTextureTransform, 
						info.m_nDetailScale );
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
						info.m_nBaseTextureTransform, 
						info.m_nDetailScale );
				}
			}

			pContextData->m_SemiStaticCmdsOut.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;
			bool bBlendTintByBaseAlpha = (info.m_nBlendTintByBaseAlpha != -1) && ( params[info.m_nBlendTintByBaseAlpha]->GetIntValue() != 0 );
			float fBlendTintByBaseAlpha = bBlendTintByBaseAlpha ? 1 : 0;
			
			// Controls for lerp-style paths through shader code
			float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f, 1.0f-fBlendTintByBaseAlpha, fInvertPhongMask };
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS, vShaderControls, 1 );

			if ( phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly )
			{
				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

				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
			}

			if( !bHasFlashlightOnly )
			{
				pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );

				if( phongInfo.m_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;

					// 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;
					}

					pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
				}
			}

			// Pack Phong exponent in with the eye position
			float vSpecularTint[4] = {1, 1, 1, 4};
			float vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};

			// 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 ( phongInfo.m_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 ( phongInfo.m_bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
			{
				vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
			}

			// Single pass flashlight has to use a separate constant for this stuff since a flashlight constant is repurposed for rimlighting when doing multi-pass flashlight.
			if ( phongInfo.m_bHasRimLight )
			{
				if ( bHasSinglePassFlashlight )
				{
					float vRimParams[4] = {0, 0, 0, 0};
					vRimParams[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;
					vRimParams[1] = params[info.m_nRimLightBoost]->GetFloatValue();

					// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
					pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_RIMPARAMS, vRimParams, 1 );
				}
				else 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
					pContextData->m_SemiStaticCmdsOut.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( phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly )
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );

					if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY_ALPHA_ZERO );	// Compressed wrinklemap
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY_ALPHA_ZERO );	// Stretched wrinklemap
					}
				}
				else
				{
					pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );

					if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
					{
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY );		// Compressed wrinklemap
						pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY );	// Stretched wrinklemap
					}
				}

				// DETAILTEXTURE
				if ( phongInfo.m_bHasDetailTexture )
				{
					pContextData->m_SemiStaticCmdsOut.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
			}

			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;
			}

			bool bHasBaseLuminancePhongMask = (info.m_nBaseMapLuminancePhongMask != -1) && ( params[info.m_nBaseMapLuminancePhongMask]->GetIntValue() != 0 );
			float fHasBaseLuminancePhongMask = bHasBaseLuminancePhongMask ? 1 : 0;
			float vShaderControls2[4] = {0.0f, fHasBaseLuminancePhongMask, 0.0f, 0.0f};
			if ( !bHasFlashlightOnly )
			{
				if ( phongInfo.m_bHasEnvmap ) 
				{
					if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() )
					{
						vShaderControls2[0] = params[info.m_nEnvmapFresnel]->GetFloatValue();
					}
				}
			}
			if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
			{
				vShaderControls2[2] = params[info.m_nPhongExponent]->GetFloatValue();		// This overrides the channel in the map
			}
			else
			{
				vShaderControls2[2] = 0;													// Use the alpha channel of the normal map for the exponent
			}

			vShaderControls2[3] = bHasSelfIllumMask ? 1.0f : 0.0f;

			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 );	// Rim boost in w on non-flashlight pass
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
			pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS_2, vShaderControls2, 1 );

			pContextData->m_SemiStaticCmdsOut.SetPixelShaderFogParams( PSREG_FOG_PARAMS );

			if ( bHasFlashlight )
			{
				CBCmdSetPixelShaderFlashlightState_t state;
				state.m_LightSampler = SHADER_SAMPLER6;
				state.m_DepthSampler = SHADER_SAMPLER4;
				state.m_ShadowNoiseSampler = SHADER_SAMPLER5;
				state.m_nColorConstant = PSREG_FLASHLIGHT_COLOR;
				state.m_nAttenConstant = PSREG_FLASHLIGHT_ATTENUATION;
				state.m_nOriginConstant = PSREG_FLASHLIGHT_POSITION_RIM_BOOST;
				state.m_nDepthTweakConstant = bHasSinglePassFlashlight ? 43 : PSREG_ENVMAP_TINT__SHADOW_TWEAKS; // NOTE: Reg 43 not available on < ps3.0!
				state.m_nScreenScaleConstant = PSREG_FLASHLIGHT_SCREEN_SCALE;
				state.m_nWorldToTextureConstant = PSREG_FLASHLIGHT_TO_WORLD_TEXTURE;
				state.m_bFlashlightNoLambert = false;
				state.m_bSinglePassFlashlight = bHasSinglePassFlashlight;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state );

				if ( !IsX360() && ( g_pHardwareConfig->GetDXSupportLevel() > 92 ) )
				{
					pContextData->m_SemiStaticCmdsOut.SetPixelShaderUberLightState( 
						PSREG_UBERLIGHT_SMOOTH_EDGE_0,		PSREG_UBERLIGHT_SMOOTH_EDGE_1,
						PSREG_UBERLIGHT_SMOOTH_EDGE_OOW,	PSREG_UBERLIGHT_SHEAR_ROUND, 
						PSREG_UBERLIGHT_AABB,				PSREG_UBERLIGHT_WORLD_TO_LIGHT );
				}
			}

			// Team color constant + sampler
			if( bHasTeamColorTexture )
			{
				static const float kDefaultTeamColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
				const float *vecTeamColor = IS_PARAM_DEFINED( info.m_nTeamColor ) ? params[info.m_nTeamColor]->GetVecValue() : kDefaultTeamColor;
				pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_RIMPARAMS, vecTeamColor, 1 );
				pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nTeamColorTexture, -1 );
			}

			pContextData->m_SemiStaticCmdsOut.End();
		}

		CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
		DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );

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

			if ( pAOTexture )
			{
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, pAOTexture, 0 );
			}
			else
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_WHITE );
			}
		}

		bool bFlashlightShadows = false;
		bool bUberlight = false;
		float flAmbientOcclusionStrength = ( info.m_nAmbientOcclusion == -1 ) ? 0.0f : params[info.m_nAmbientOcclusion]->GetFloatValue();
		if ( bHasFlashlight )
		{
			pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight );
			flAmbientOcclusionStrength *= pShaderAPI->GetFlashlightAmbientOcclusion();
		}

		float vEyePos_AmbientOcclusion[4];
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_AmbientOcclusion );
		vEyePos_AmbientOcclusion[3] = clamp( flAmbientOcclusionStrength, 0.0f, 1.0f );
		DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_AmbientOcclusion, 1 );

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int numBones = pShaderAPI->GetCurrentNumBones();

		bool bWriteDepthToAlpha = false;
		bool bWriteWaterFogToAlpha = false;

		if( bFullyOpaque ) 
		{
			bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
			bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
			AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
		}

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

		if ( bHasFoW )
		{
			if( bFOWValidTexture )
				pShader->BindTexture( SHADER_SAMPLER9, info.m_nFoW, -1 );
			else
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_WHITE );

			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( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, vFoWSize );
		}

		if( bDeferredActive )
		{
			pShader->BindTexture( SHADER_SAMPLER10, GetDeferredExt()->GetTexture_LightAccum() );
			pShader->BindTexture( SHADER_SAMPLER11, GetDeferredExt()->GetTexture_LightAccum2() );

			int x, y, w, t;
			pShaderAPI->GetCurrentViewport( x, y, w, t );
			float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 };

			pShaderAPI->SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 );
		}

		pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

		int nLightingPreviewMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
		if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && 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;
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vEyeDir );
		}

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

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

			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, vSubDDimensions );
			if( bHasDisplacement )
			{
				pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
			}
			else
			{
				pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, TEXTURE_BLACK );
			}

			// Currently, tessellation is mutually exclusive with any kind of GPU-side skinning, morphing or vertex compression
			Assert( !pShaderAPI->IsHWMorphingEnabled() );
			Assert( numBones == 0 );
			Assert( vertexCompression == 0);
		}
		else
		{
			nTessellationMode = TESSELLATION_MODE_DISABLED;
		}

		DECLARE_DYNAMIC_VERTEX_SHADER( phong_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0) && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
		SET_DYNAMIC_VERTEX_SHADER( phong_vs30 );

		if( bDeferredActive ) 
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( phong_deferred_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nLightingPreviewMode ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, nLightingPreviewMode ? false : bWriteWaterFogToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nLightingPreviewMode ? false : bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( phong_deferred_ps30 );
		}
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( phong_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nLightingPreviewMode ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, nLightingPreviewMode ? false : bWriteWaterFogToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nLightingPreviewMode ? false : bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( phong_ps30 );
		}

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

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

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

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

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

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

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

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

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

	int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();

	float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();

	BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use

	bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();

	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 );
		
		// 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() );
		}

		const int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();
		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_SAMPLER6, true );	// Flashlight cookie
			userDataSize = 4; // tangent S
		}
		else
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Shadow depth map
			pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
		}

		// 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->SupportsShaderModel_3_0() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs20 );
			SET_STATIC_VERTEX_SHADER( sdk_skin_vs20 );

			// Assume we're only going to get in here if we support 2b
			DECLARE_STATIC_PIXEL_SHADER( sdk_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( sdk_skin_ps20b );
		}
#ifndef _X360
		else
		{
			const bool bFastVertexTextures = g_pHardwareConfig->HasFastVertexTextures();

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

			DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal && bFastVertexTextures );
			SET_STATIC_VERTEX_SHADER( sdk_skin_vs30 );

			DECLARE_STATIC_PIXEL_SHADER( sdk_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( sdk_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
	{
		static CCommandBufferBuilder< CFixedCommandStorageBuffer< 2000 > > DynamicCmdsOut;
		DynamicCmdsOut.Reset();

		bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
		bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();

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

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

		if( bHasDiffuseWarp && bHasPhong )
		{
			if ( r_lightwarpidentity.GetBool() )
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP );
			}
			else
			{
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDiffuseWarpTexture, -1 );
			}
		}

		if( bHasPhongWarp )
		{
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nPhongWarpTexture, -1 );
		}

		if( bHasSpecularExponentTexture && bHasPhong )
		{
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nPhongExponentTexture, -1 );
		}
		else
		{
			DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
		}

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

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

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

		if ( bHasSelfIllum )
		{
			if ( bHasSelfIllumMask )												// Separate texture for self illum?
			{
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, info.m_nSelfIllumMask, -1 );	// Bind it
			}
			else																	// else
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK );	// Bind dummy
			}
		}

		float vRimBoost[4] = {1, 1, 1, 1};
		ITexture *pCascadedDepthTexture = NULL;

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

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

			float atten[4], pos[4], tweaks[4];
			SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );

			//DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			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;
			DynamicCmdsOut.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];
			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( flashlightState );
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.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 );
			vScreenScale[0] = (float) nWidth  / 32.0f;
			vScreenScale[1] = (float) nHeight / 32.0f;
			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

			if ( IsX360() )
			{
				pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
			}
		}
		else // no flashlight
		{
			if ( bHasEnvmap	)
			{
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame );
			}

			// GSTRINGMIGRATION
			pShaderAPI->GetDX9LightState( &lightState );

			pCascadedDepthTexture = (ITexture*)pShaderAPI->GetIntRenderingParameter( INT_CASCADED_DEPTHTEXTURE );
			if ( pCascadedDepthTexture != NULL )
			{
				pShader->BindTexture( SHADER_SAMPLER4, pCascadedDepthTexture );

				VMatrix *worldToTexture0 = (VMatrix*)pShaderAPI->GetIntRenderingParameter( INT_CASCADED_MATRIX_ADDRESS_0 );
				DynamicCmdsOut.SetVertexShaderConstant( 240, worldToTexture0->Base(), 4 );

				const Vector vecCascadedFwd = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GSTRING_CASCADED_FORWARD );
				vRimBoost[0] = vecCascadedFwd.x;
				vRimBoost[1] = vecCascadedFwd.y;
				vRimBoost[2] = vecCascadedFwd.z;

				float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
				int nWidth, nHeight;
				pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
				vScreenScale[0] = (float) nWidth  / 32.0f;
				vScreenScale[1] = (float) nHeight / 32.0f;
				DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

				// We have to rebuild the lighting state by hand. Fading static lights are out of order!
				float vDirectionalLights[4] = { 0.0f };
				SetCustomPixelLightingState( DynamicCmdsOut, lightState, pShaderAPI, PSREG_LIGHT_INFO_ARRAY );
				SetCustomVertexLightingState( DynamicCmdsOut, lightState, pShaderAPI, 27, vDirectionalLights );
				DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_COLOR, vDirectionalLights );

				const Vector vecCascadedStep = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GSTRING_CASCADED_STEP );
				float vCascadedStep[4] = { XYZ( vecCascadedStep ) };
				DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, vCascadedStep, 1 );
			}
		}

		if ( pCascadedDepthTexture == NULL )
		{
			DynamicCmdsOut.CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
		}
		// END GSTRINGMIGRATION

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

		bool bWriteDepthToAlpha = false;
		bool bWriteWaterFogToAlpha = false;
		if( bFullyOpaque ) 
		{
			bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
			bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
			AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
		}

#ifndef _X360
		if ( !g_pHardwareConfig->SupportsShaderModel_3_0() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_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( sdk_skin_vs20 );

			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_skin_ps20b );
		}
#ifndef _X360
		else
		{
			const bool bFastVertexTextures = g_pHardwareConfig->HasFastVertexTextures();
			const int iCascadedShadowCombo = ( pCascadedDepthTexture != NULL ) ? 1 : 0;

			if ( bFastVertexTextures )
				pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_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() && bFastVertexTextures );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( CASCADED_SHADOW, iCascadedShadowCombo );
			SET_DYNAMIC_VERTEX_SHADER( sdk_skin_vs30 );

			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( CASCADED_SHADOW, iCascadedShadowCombo );
			SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps30 );

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

		DynamicCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );

		if( bHasBump )
		{
			DynamicCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
		}

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

		pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		DynamicCmdsOut.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

		const float flMinLighting = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_MINIMUMLIGHTING ); // GSTRINGMIGRATION

		float vShaderControls[4] = { fHasBaseAlphaPhongMask, flMinLighting, 0.0f, fInvertPhongMask }; // GSTRINGMIGRATION
		DynamicCmdsOut.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

			DynamicCmdsOut.SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
		}

		DynamicCmdsOut.SetAmbientCubeDynamicStateVertexShader();

		if( !bHasFlashlight )
		{
			if ( g_pHardwareConfig->SupportsShaderModel_3_0() )
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
			}
			else
			{
				DynamicCmdsOut.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;
				}

				DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
			}

			DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 );
		}

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

		// Pack Phong exponent in with the eye position
		float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1};
		float vSpecularTint[4] = {1, 1, 1, 4};
		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

		// 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
			DynamicCmdsOut.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 )
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
			}
			else
			{
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
			}

			// DETAILTEXTURE
			if ( hasDetailTexture )
			{
				DynamicCmdsOut.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

		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;

		DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
		DynamicCmdsOut.SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );

		if ( !bHasFlashlight )
		{
			DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 );	// Rim boost in w on non-flashlight pass
		}

		DynamicCmdsOut.SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
		DynamicCmdsOut.SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		DynamicCmdsOut.End();
		pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
	}
	pShader->Draw();
}
void DrawPassGBuffer( const defParms_gBuffer &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bDeferredShading = DEFCFG_DEFERRED_SHADING == 1;

	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 bAlbedo2 = bDeferredShading && PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = bDeferredShading && PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = bDeferredShading && PARM_TEX( info.iAlbedo4 );
	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 = ( bAlbedo2 || 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 bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && bIsDecal;
	const bool bSSBump = bBumpmap && PARM_SET( info.iSSBump );

	Assert( !bIsDecal || bDeferredShading );
	Assert( !bTranslucent || bDeferredShading );

	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 || bAlbedo2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		if ( bAlphatest || bDeferredShading )
		{
			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 ( bAlbedo2 || bBumpmap2 || bMultiBlendBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			if ( bAlbedo2 )
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );

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

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

			if ( bDeferredShading )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );
			}

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

		pShaderShadow->EnableAlphaWrites( true );

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

		if ( bTranslucent )
		{
			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		}

		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 );

#if DEFCFG_DEFERRED_SHADING == 1
		DECLARE_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		DECLARE_STATIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend );
#endif
		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( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlendBump );
#if DEFCFG_DEFERRED_SHADING == 1
		SET_STATIC_PIXEL_SHADER_COMBO( TWOTEXTURE, (bAlbedo2 || bBumpmap2) && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( DECAL, bIsDecal );
		SET_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		SET_STATIC_PIXEL_SHADER( gbuffer_ps30 );
#endif
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

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

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

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

			if ( bAlphatest || bDeferredShading )
			{
				if ( bAlbedo )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
			}

			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 || bAlbedo2 )
				{
					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 ( bAlbedo2 || bBumpmap2 || bMultiBlendBump )
			{
				if ( bBumpmap2 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iBumpmap2 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );

				if ( bAlbedo2 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iAlbedo2 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY );

				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 ( bAlbedo3 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iAlbedo3 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER11, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_GREY );

				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 );

#if DEFCFG_DEFERRED_SHADING == 1
		DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
		SET_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );
#endif

		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 );

		pShader->LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_AMBIENT_LIGHT );

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

	pShader->Draw();
}
void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, 
								 LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive )
{
	//bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled();

	bool bSinglePassFlashlight = true;
	bool hasFlashlight = !bDeferredActive && 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() );

	const bool bHasFoW = true; //( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) );

	if ( pShaderShadow || ( ! pContextData )|| pContextData->m_bMaterialVarsChanged || pContextData->m_bNeedsCmdRegen || ( 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 || pContextData->m_bNeedsCmdRegen;

		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 );

		if( g_pConfig->bEditMode )
		{
			hasBump = false;
			hasBump2 = false;
		}

		bool bParallaxMapping = false;
		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() && !bHasFoW;
		
		
		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->m_bNeedsCmdRegen = false;

				pContextData->ResetStaticCmds();
				CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;

				int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0;
				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( bHasFoW )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
				}

				if( bDeferredActive )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
					pShaderShadow->EnableTexture( SHADER_SAMPLER15, 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 = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0;

				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) );

				if( bDeferredActive )
				{
					DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 );
					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 );
					SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW );
					SET_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 );

					DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 );
					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( DETAILTEXTURE, hasDetailTexture );
					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_deferred_ps30 );
				}
				else
				{
					DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
					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 );
					SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW );
					SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );

					DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 );
					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( DETAILTEXTURE, hasDetailTexture );
					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_ps30 );
				}

				// 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() && !bHasFoW;
				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();

		if( bDeferredActive )
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
			SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_vs30 );
		}
		else
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
			SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs30 );
		}

		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;
		}

		if( bHasFoW )
		{
			if( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) )
				DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nFoW, -1 );
			else
				DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_WHITE );

			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;
			DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vFoWSize );
		}

		if( bDeferredActive )
		{
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, GetDeferredExt()->GetTexture_LightAccum(), 0 );
			DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, GetDeferredExt()->GetTexture_LightAccum2(), 0 );
			//DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_WHITE );
			int x, y, w, t;
			pShaderAPI->GetCurrentViewport( x, y, w, t );
			float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 };

			DynamicCmdsOut.SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 );
		}

		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( bDeferredActive )
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30);
			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*/ 0 );
			SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_ps30 );
		}
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps30 );
			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_ps30 );
		}

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

	if( !bDeferredActive && 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();
	}
}
Esempio n. 8
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();
}