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();
}
//-----------------------------------------------------------------------------
// 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 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 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();
}