void CBlender_bloom_build::Compile (CBlender_Compile& C) { IBlender::Compile (C); switch (C.iElement) { case 0: // transfer into bloom-target C.r_Pass ("null", "bloom_build", FALSE, FALSE, FALSE, FALSE, D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA); C.r_Sampler_clf ("s_image", r2_RT_generic1); C.r_End (); break; case 1: // X-filter C.r_Pass ("null", "bloom_filter", FALSE, FALSE, FALSE); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_End (); break; case 2: // Y-filter C.r_Pass ("null", "bloom_filter", FALSE, FALSE, FALSE); C.r_Sampler_clf ("s_bloom", r2_RT_bloom2); C.r_End (); break; case 3: // FF-filter_P0 C.r_Pass ("null", "bloom_filter_f", FALSE, FALSE, FALSE); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_End (); break; case 4: // FF-filter_P1 C.r_Pass ("null", "bloom_filter_f", FALSE, FALSE, FALSE); C.r_Sampler_clf ("s_bloom", r2_RT_bloom2); C.r_End (); break; } }
////////////////////////////////////////////////////////////////////////// // R2 ////////////////////////////////////////////////////////////////////////// void CBlender_LmEbB::Compile(CBlender_Compile& C) { if (oBlend.value) C.r_Pass ("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0); else C.r_Pass ("lmapE","lmapE",TRUE); C.r_Sampler ("s_base", C.L_textures[0] ); C.r_Sampler ("s_lmap", C.L_textures[1] ); C.r_Sampler_clf ("s_hemi", *C.L_textures[2]); C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP); C.r_End (); }
void CBlender_deffer_aref::Compile(CBlender_Compile& C) { IBlender::Compile (C); // oBlend.value = FALSE ; if (oBlend.value) { switch(C.iElement) { case SE_R2_NORMAL_HQ: case SE_R2_NORMAL_LQ: if (lmapped) { C.r_Pass ("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE, oAREF.value); C.r_Sampler ("s_base", C.L_textures[0] ); C.r_Sampler ("s_lmap", C.L_textures[1] ); C.r_Sampler_clf ("s_hemi", *C.L_textures[2]); C.r_Sampler ("s_env", r2_T_envs0, false,D3DTADDRESS_CLAMP); C.r_End (); } else { C.r_Pass ("vert", "vert", TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE, oAREF.value); C.r_Sampler ("s_base", C.L_textures[0] ); C.r_End (); } break; default: break; } } else { C.SetParams (1,false); //. // codepath is the same, only the shaders differ // ***only pixel shaders differ*** switch(C.iElement) { case SE_R2_NORMAL_HQ: // deffer uber_deffer (C,true,"base","base",true); break; case SE_R2_NORMAL_LQ: // deffer uber_deffer (C,false,"base","base",true); break; case SE_R2_SHADOW: // smap if (RImplementation.o.HW_smap) C.r_Pass ("shadow_direct_base_aref","shadow_direct_base_aref",FALSE,TRUE,TRUE,FALSE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,220); else C.r_Pass ("shadow_direct_base_aref","shadow_direct_base_aref",FALSE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); break; } } }
void CBlender_luminance::Compile(CBlender_Compile& C) { IBlender::Compile (C); switch (C.iElement) { case 0: // 256x256 => 64x64 C.r_Pass ("null", "bloom_luminance_1",false,FALSE,FALSE, FALSE); C.r_Sampler_clf ("s_image", r2_RT_bloom1); C.r_End (); break; case 1: // 64x64 => 8x8 C.r_Pass ("null", "bloom_luminance_2",false,FALSE,FALSE, FALSE); C.r_Sampler_clf ("s_image", r2_RT_luminance_t64); C.r_End (); break; case 2: // 8x8 => 1x1, blending with old result C.r_Pass ("null", "bloom_luminance_3",false,FALSE,FALSE, FALSE); C.r_Sampler_clf ("s_image", r2_RT_luminance_t8 ); C.r_Sampler_clf ("s_tonemap", r2_RT_luminance_src ); C.r_End (); break; } }
void CBlender_accum_spot::Compile(CBlender_Compile& C) { IBlender::Compile (C); BOOL b_HW_smap = RImplementation.o.HW_smap; BOOL b_HW_PCF = RImplementation.o.HW_smap_PCF; BOOL blend = RImplementation.o.fp16_blend; D3DBLEND dest = blend?D3DBLEND_ONE:D3DBLEND_ZERO; switch (C.iElement) { case SE_L_FILL: // masking C.r_Pass ("null", "copy", false, FALSE, FALSE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_End (); break; case SE_L_UNSHADOWED: // unshadowed C.r_Pass ("accum_volume", "accum_spot_unshadowed", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clw ("s_material", r2_material); C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP); C.r_Sampler_rtf ("s_accumulator", r2_RT_accum ); C.r_End (); break; case SE_L_NORMAL: // normal C.r_Pass ("accum_volume", "accum_spot_normal", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clw ("s_material", r2_material); C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP); if (b_HW_smap) { if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth ); else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth ); } else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf ); jitter (C); C.r_Sampler_rtf ("s_accumulator", r2_RT_accum ); C.r_End (); break; case SE_L_FULLSIZE: // normal-fullsize C.r_Pass ("accum_volume", "accum_spot_fullsize", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clw ("s_material", r2_material); C.r_Sampler ("s_lmap", C.L_textures[0],false,D3DTADDRESS_CLAMP); if (b_HW_smap) { if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth ); else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth ); } else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf ); jitter (C); C.r_Sampler_rtf ("s_accumulator", r2_RT_accum ); C.r_End (); break; case SE_L_TRANSLUENT: // shadowed + transluency C.r_Pass ("accum_volume", "accum_spot_fullsize", false, FALSE,FALSE,blend,D3DBLEND_ONE,dest); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clw ("s_material", r2_material); C.r_Sampler_clf ("s_lmap", r2_RT_smap_surf); // diff here if (b_HW_smap) { if (b_HW_PCF) C.r_Sampler_clf ("s_smap",r2_RT_smap_depth ); else C.r_Sampler_rtf ("s_smap",r2_RT_smap_depth ); } else C.r_Sampler_rtf ("s_smap",r2_RT_smap_surf ); C.r_Sampler_rtf ("s_accumulator", r2_RT_accum ); jitter (C); C.r_End (); break; } }
void CBlender_Vertex::Compile (CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { // Editor shader C.PassBegin (); { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0); C.PassSET_LightFog (TRUE,TRUE); // Stage0 - Base texture C.StageBegin (); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.Stage_Texture (oT_Name); C.Stage_Matrix (oT_xform,0); C.Stage_Constant ("$null"); C.StageEnd (); } C.PassEnd (); } else { switch (C.iElement) { case SE_R1_NORMAL_HQ: // Level view if (C.bDetail_Diffuse) { C.r_Pass ("vert_dt","vert_dt",TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_detail",C.detail_texture); C.r_End (); } else { C.r_Pass ("vert","vert",TRUE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); } break; case SE_R1_NORMAL_LQ: // Level view C.r_Pass ("vert","vert",TRUE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); break; case SE_R1_LPOINT: C.r_Pass ("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT ); C.r_Sampler_clf ("s_att", TEX_POINT_ATT ); C.r_End (); break; case SE_R1_LSPOT: C.r_Pass ("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true); C.r_Sampler_clf ("s_att", TEX_SPOT_ATT ); C.r_End (); break; case SE_R1_LMODELS: // Lighting only C.r_Pass ("vert_l","vert_l",FALSE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); break; } } }
void CBlender_Model::Compile (CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { C.PassBegin (); { C.PassSET_ZB (TRUE,oBlend.value&&(oAREF.value<200)?FALSE:TRUE); if (oBlend.value) C.PassSET_Blend_BLEND (TRUE,oAREF.value); else C.PassSET_Blend_SET (); C.PassSET_LightFog (TRUE,TRUE); C.StageBegin (); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE); C.StageSET_TMC (oT_Name, "$null", "$null", 0 ); C.StageEnd (); } C.PassEnd (); } else { LPCSTR vsname = 0; LPCSTR psname = 0; switch (C.iElement) { case SE_R1_NORMAL_HQ: vsname = psname = "model_def_hq"; if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,oAREF.value); else C.r_Pass (vsname,psname,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "$user$projector",true); C.r_End (); break; case SE_R1_NORMAL_LQ: vsname = psname = "model_def_lq"; if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,oAREF.value); else C.r_Pass (vsname,psname,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_End (); break; case SE_R1_LPOINT: vsname = "model_def_point"; psname = "add_point"; if (oBlend.value) C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE,oAREF.value); else C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT); C.r_Sampler_clf ("s_att", TEX_POINT_ATT); C.r_End (); break; case SE_R1_LSPOT: vsname = "model_def_spot"; psname = "add_spot"; if (oBlend.value) C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE,oAREF.value); else C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true); C.r_Sampler_clf ("s_att", TEX_SPOT_ATT); C.r_End (); break; case SE_R1_LMODELS: vsname = "model_def_shadow"; psname = "model_shadow"; C.r_Pass (vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0); C.r_End (); break; } } }
void CBlender_combine::Compile(CBlender_Compile& C) { IBlender::Compile (C); switch (C.iElement) { case 0: // combine C.r_Pass ("combine_1", "combine_1", FALSE, FALSE, FALSE, TRUE, D3DBLEND_INVSRCALPHA, D3DBLEND_SRCALPHA); //. MRT-blend? C.r_Sampler_rtf ("s_position", r2_RT_P ); C.r_Sampler_rtf ("s_normal", r2_RT_N ); C.r_Sampler_rtf ("s_diffuse", r2_RT_albedo ); C.r_Sampler_rtf ("s_accumulator", r2_RT_accum ); C.r_Sampler_rtf ("s_depth", r2_RT_depth ); C.r_Sampler_rtf ("s_tonemap", r2_RT_luminance_cur ); C.r_Sampler_clw ("s_material", r2_material ); C.r_Sampler_clw ("s_occ", r2_RT_ssao_temp ); C.r_Sampler_rtf ("s_half_depth", r2_RT_half_depth); C.r_Sampler_clf ("env_s0", r2_T_envs0 ); C.r_Sampler_clf ("env_s1", r2_T_envs1 ); C.r_Sampler_clf ("sky_s0", r2_T_sky0 ); C.r_Sampler_clf ("sky_s1", r2_T_sky1 ); jitter(C); C.r_End (); break; case 1: // aa-edge-detection + AA :) C.r_Pass ("null", "combine_2_AA", FALSE, FALSE, FALSE); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clf ("s_image", r2_RT_generic0); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_Sampler_clf ("s_distort", r2_RT_generic1); C.r_End (); break; case 2: // non-AA C.r_Pass ("null", "combine_2_NAA", FALSE, FALSE, FALSE); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clf ("s_image", r2_RT_generic0); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_Sampler_clf ("s_distort", r2_RT_generic1); C.r_End (); break; case 3: // aa-edge-detection + AA :) + DISTORTION C.r_Pass ("null", "combine_2_AA_D", FALSE, FALSE, FALSE); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clf ("s_image", r2_RT_generic0); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_Sampler_clf ("s_distort", r2_RT_generic1); C.r_End (); break; case 4: // non-AA + DISTORTION C.r_Pass ("null", "combine_2_NAA_D", FALSE, FALSE, FALSE); C.r_Sampler_rtf ("s_position", r2_RT_P); C.r_Sampler_rtf ("s_normal", r2_RT_N); C.r_Sampler_clf ("s_image", r2_RT_generic0); C.r_Sampler_clf ("s_bloom", r2_RT_bloom1); C.r_Sampler_clf ("s_distort", r2_RT_generic1); C.r_End (); break; case 5: // post-processing break; } }
////////////////////////////////////////////////////////////////////////// // R1 ////////////////////////////////////////////////////////////////////////// void CBlender_LmEbB::Compile(CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { C.PassBegin (); { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend_SET (); C.PassSET_LightFog (TRUE,TRUE); // Stage1 - Env texture C.StageBegin (); C.StageSET_Address (D3DTADDRESS_CLAMP); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE); C.StageSET_TMC (oT2_Name, oT2_xform, "$null", 0); C.StageEnd (); // Stage2 - Base texture C.StageBegin (); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT); C.StageSET_TMC (oT_Name, oT_xform, "$null", 0); C.StageEnd (); // Stage3 - Lighting - should work on all 2tex hardware C.StageBegin (); C.StageSET_Color (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_CURRENT); C.StageSET_Alpha (D3DTA_DIFFUSE, D3DTOP_SELECTARG2, D3DTA_CURRENT); C.Stage_Texture ("$null" ); C.Stage_Matrix ("$null", 0); C.Stage_Constant ("$null" ); C.StageEnd (); } C.PassEnd (); } else { if (C.L_textures.size()<2) Debug.fatal (DEBUG_INFO,"Not enought textures for shader, base tex: %s",*C.L_textures[0]); switch (C.iElement) { case SE_R1_NORMAL_HQ: case SE_R1_NORMAL_LQ: // Level view /* if (C.bDetail_Diffuse) { if (oBlend.value) C.r_Pass ("lmapE_dt","lmapE_dt",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,0); else C.r_Pass ("lmapE_dt","lmapE_dt",TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_lmap", C.L_textures[1]); C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP); C.r_Sampler ("s_detail",C.detail_texture); C.r_End (); } else { */ if (oBlend.value) C.r_Pass ("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0); else C.r_Pass ("lmapE","lmapE",TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_lmap", C.L_textures[1]); C.r_Sampler_clf ("s_hemi", *C.L_textures[2]); C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP); C.r_End (); // } break; case SE_R1_LPOINT: C.r_Pass ("lmap_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0] ); C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT ); C.r_Sampler_clf ("s_att", TEX_POINT_ATT ); C.r_End (); break; case SE_R1_LSPOT: C.r_Pass ("lmap_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true); C.r_Sampler_clf ("s_att", TEX_SPOT_ATT ); C.r_End (); break; case SE_R1_LMODELS: // Lighting only, not use alpha-channel C.r_Pass ("lmap_l","lmap_l",FALSE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_Sampler ("s_lmap",C.L_textures[1]); C.r_Sampler_clf ("s_hemi",*C.L_textures[2]); C.r_End (); break; } } }
void CBlender_Model_EbB::Compile(CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { C.PassBegin (); { if (oBlend.value) { C.PassSET_ZB (TRUE,FALSE); C.PassSET_Blend_BLEND (); } else { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend_SET (); } C.PassSET_LightFog (TRUE,TRUE); // Stage1 - Env texture C.StageBegin (); C.StageSET_Address (D3DTADDRESS_CLAMP); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_DIFFUSE); C.StageSET_TMC (oT2_Name, oT2_xform, "$null", 0); C.StageEnd (); // Stage2 - Base texture C.StageBegin (); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_BLENDTEXTUREALPHA, D3DTA_CURRENT); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_SELECTARG1, D3DTA_CURRENT); C.StageSET_TMC (oT_Name, oT_xform, "$null", 0); C.StageEnd (); // Stage3 - Lighting - should work on all 2tex hardware C.StageBegin (); C.StageSET_Color (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_CURRENT); C.StageSET_Alpha (D3DTA_DIFFUSE, D3DTOP_SELECTARG2, D3DTA_CURRENT); C.Stage_Texture ("$null" ); C.Stage_Matrix ("$null", 0); C.Stage_Constant ("$null" ); C.StageEnd (); } C.PassEnd (); } else { LPCSTR vsname = 0; LPCSTR psname = 0; switch (C.iElement) { case SE_R1_NORMAL_HQ: vsname = psname = "model_env_hq"; if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0); else C.r_Pass (vsname,psname,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP); C.r_Sampler_clf ("s_lmap", "$user$projector",true); C.r_End (); break; case SE_R1_NORMAL_LQ: vsname = psname = "model_env_lq"; if (oBlend.value) C.r_Pass (vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA, D3DBLEND_INVSRCALPHA, TRUE,0); else C.r_Pass (vsname,psname,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_env", oT2_Name,false,D3DTADDRESS_CLAMP); C.r_End (); break; case SE_R1_LPOINT: vsname = "model_def_point"; psname = "add_point"; C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT); C.r_Sampler_clf ("s_att", TEX_POINT_ATT); C.r_End (); break; case SE_R1_LSPOT: vsname = "model_def_spot"; psname = "add_spot"; C.r_Pass (vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true); C.r_Sampler_clf ("s_att", TEX_SPOT_ATT); C.r_End (); break; case SE_R1_LMODELS: vsname = "model_def_shadow"; psname = "model_shadow"; C.r_Pass (vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0); C.r_End (); break; } } }