Пример #1
0
	void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression )
	{
		bool hasBump = params[BUMPMAP]->IsTexture();

		BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
		bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
		
		SHADOW_STATE
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );		// Base map

			int flags = VERTEX_POSITION | VERTEX_NORMAL;
			int nTexCoordCount = 1;
			int userDataSize = 0;

			if ( hasBump )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );	// Bump map
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );	// Normalization sampler for per-pixel lighting
				userDataSize = 4;										// tangent S
			}

			// This shader supports compressed vertices, so OR in that flag:
			flags |= VERTEX_FORMAT_COMPRESSED;
			pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

			if ( hasBump )
			{
#ifndef _X360
				if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
				{
					DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
					SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
					SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );

					// ps_2_b version which does phong
					if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
					{
						DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
						SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
					}
					else
					{
						DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
						SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
					}
				}
#ifndef _X360
				else
				{
					// The vertex shader uses the vertex id stream
					SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

					DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
					SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
					SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );

					DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
					SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
				}
#endif
			}
			else
			{
#ifndef _X360
				if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
				{
					DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );
					SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
					SET_STATIC_VERTEX_SHADER( sdk_teeth_vs20 );

					if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
					{
						DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
						SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20b );
					}
					else
					{
						DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
						SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20 );
					}
				}
#ifndef _X360
				else
				{
					// The vertex shader uses the vertex id stream
					SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

					DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );
					SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 );
					SET_STATIC_VERTEX_SHADER( sdk_teeth_vs30 );

					DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
					SET_STATIC_PIXEL_SHADER( sdk_teeth_ps30 );
				}
#endif
			}

			// On DX9, do sRGB
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
			pShaderShadow->EnableSRGBWrite( true );

			FogToFogColor();

			pShaderShadow->EnableAlphaWrites( bFullyOpaque );
		}
		DYNAMIC_STATE
		{
			BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
			if ( hasBump )
			{
				BindTexture( SHADER_SAMPLER1, BUMPMAP );
			}
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
			pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE );
			pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );

			Vector4D lighting;
			params[FORWARD]->GetVecValue( lighting.Base(), 3 );
			lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );

			LightState_t lightState;
			pShaderAPI->GetDX9LightState( &lightState );

			pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

			float vEyePos_SpecExponent[4];
			pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
			vEyePos_SpecExponent[3] = 0.0f;
			pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );

			if ( hasBump )
			{	
#ifndef _X360
				if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
				{
					DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT,  lightState.m_bStaticLight  ? 1 : 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
					SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs20 );
		
					// ps_2_b version which does Phong
					if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
					{
						Vector4D vSpecExponent;
						vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();

						pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );

						DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS,  lightState.m_nNumLights );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
						SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20b );
					}
					else
					{
						DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
						SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps20 );
					}
				}
#ifndef _X360
				else
				{
					SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

					DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT,  lightState.m_bStaticLight  ? 1 : 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING,  pShaderAPI->IsHWMorphingEnabled() );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
					SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_bump_vs30 );

					Vector4D vSpecExponent;
					vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
					pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );

					DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS,  lightState.m_nNumLights );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
					SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_bump_ps30 );
				}
#endif
			}
			else
			{
				// For non-bumped case, ambient cube is computed in the vertex shader
				SetAmbientCubeDynamicStateVertexShader();

#ifndef _X360
				if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
				{
					DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT,  lightState.m_bStaticLight  ? 1 : 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
					SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs20 );

					if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
					{
						DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
						SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20b );
					}
					else
					{
						DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
						SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
						SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 );
					}
				}
#ifndef _X360
				else
				{
					SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

					DECLARE_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT,  lightState.m_bStaticLight  ? 1 : 0 );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING,  pShaderAPI->IsHWMorphingEnabled() );
					SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
					SET_DYNAMIC_VERTEX_SHADER( sdk_teeth_vs30 );

					DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
					SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
					SET_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps30 );
				}
#endif
			}

			if( params[INTRO]->GetIntValue() )
			{
				float curTime = params[WARPPARAM]->GetFloatValue();
				float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
				Assert( params[ENTITYORIGIN]->IsDefined() );
				params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
			}
		}
		Draw();
	}
Пример #2
0
	void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
		IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression )
	{
		bool bSinglePassFlashlight = false;
		bool hasBump = params[BUMPMAP]->IsTexture();
		bool hasDiffuseBumpmap = hasBump && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
		bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
		bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture();
		bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
		bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0;
		bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;

		BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
		bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use

		bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0;

		bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() );

		SHADOW_STATE
		{
			int nShadowFilterMode = 0;

			// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
			pShaderShadow->EnableAlphaTest( bIsAlphaTested );
			if( hasFlashlight )
			{
				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
					nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
				}

				SetAdditiveBlendingShadowState( BASETEXTURE, true );
				pShaderShadow->EnableDepthWrites( false );

				// Be sure not to write to dest alpha
				pShaderShadow->EnableAlphaWrites( false );
			}
			else
			{
				SetDefaultBlendingShadowState( BASETEXTURE, true );
			}

			unsigned int flags = VERTEX_POSITION;
			if( hasBaseTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead );
			}
			//			if( hasLightmap )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
			}
			if( hasFlashlight )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
				pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
				flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
			}
			if( hasDetailTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			}
			if( hasBump )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
			}
			if( hasVertexColor )
			{
				flags |= VERTEX_COLOR;
			}

			// Normalizing cube map
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );

			// 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 hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );

			pShaderShadow->EnableSRGBWrite( true );

			int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE,  hasFlashlight );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
				SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
				SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE,  hasFlashlight );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
				SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
	#ifdef _X360
				SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
	#endif
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
			}

			// HACK HACK HACK - enable alpha writes all the time so that we have them for
			// underwater stuff. 
			// But only do it if we're not using the alpha already for translucency
			pShaderShadow->EnableAlphaWrites( bFullyOpaque );

			if( hasFlashlight )
			{
				FogToBlack();
			}
			else
			{
				DefaultFog();
			}

			PI_BeginCommandBuffer();
			PI_SetModulationVertexShaderDynamicState( );
			PI_EndCommandBuffer();
		}
		DYNAMIC_STATE
		{
			if( hasBaseTexture )
			{
				BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
			}

			//			if( hasLightmap )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
			}

			bool bFlashlightShadows = false;
			bool bUberlight = false;
			if( hasFlashlight )
			{
				VMatrix worldToTexture;
				ITexture *pFlashlightDepthTexture;
				FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
				bFlashlightShadows = state.m_bEnableShadows;
				bUberlight = state.m_bUberlight;

				SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight );

				BindTexture( SHADER_SAMPLER2, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );

				if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() )
				{
					BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture );
				}
			}
			if( hasDetailTexture )
			{
				BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
			}
			if( hasBump )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					BindTexture( SHADER_SAMPLER4, BUMPMAP, BUMPFRAME );
				}
				else
				{
					pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
				}
			}
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );

			// 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[BASETEXTURETRANSFORM]->MatrixIsIdentity() &&
				params[BUMPTRANSFORM]->MatrixIsIdentity() );

			bool bVertexShaderFastPath = !bHasTextureTransform;
			if( params[DETAIL]->IsTexture() )
			{
				bVertexShaderFastPath = false;
			}
			if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) != 0 )
			{
				bVertexShaderFastPath = false;
			}

			if( !bVertexShaderFastPath )
			{
				if ( !bSeamlessMapping )
				{
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
				}
				if( hasBump && !bHasDetailAlpha )
				{
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM );
					Assert( !hasDetailTexture );
				}
			}

			MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();

			if ( IsPC() )
			{
				bool bWorldNormal = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH;
				if ( bWorldNormal )
				{
					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_12, vEyeDir );
				}
			}

#ifndef _X360
			if (g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
			}

			bool bWriteDepthToAlpha;
			bool bWriteWaterFogToAlpha;
			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." );
			}
			else
			{
				//can't write a special value to dest alpha if we're actually using as-intended alpha
				bWriteDepthToAlpha = false;
				bWriteWaterFogToAlpha = false;
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && 
												(nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
			}


			// always set the transform for detail textures since I'm assuming that you'll
			// always have a detailscale.
			if( hasDetailTexture )
			{
				SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE );
				Assert( !( hasBump && !bHasDetailAlpha ) );
			}

			SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT );

			float eyePos[4];
			pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
			pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
			pShaderAPI->SetPixelShaderFogParams( 11 );

			if ( bSeamlessMapping )
			{
				float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0};
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
			}


			if( hasFlashlight )
			{
				VMatrix worldToTexture;
				const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );

				// Set the flashlight attenuation factors
				float atten[4];
				atten[0] = flashlightState.m_fConstantAtten;
				atten[1] = flashlightState.m_fLinearAtten;
				atten[2] = flashlightState.m_fQuadraticAtten;
				atten[3] = flashlightState.m_FarZAtten;
				pShaderAPI->SetPixelShaderConstant( 20, atten, 1 );

				// Set the flashlight origin
				float pos[4];
				pos[0] = flashlightState.m_vecLightOrigin[0];
				pos[1] = flashlightState.m_vecLightOrigin[1];
				pos[2] = flashlightState.m_vecLightOrigin[2];
				pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this?
				pShaderAPI->SetPixelShaderConstant( 15, pos, 1 );

				pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 );

				if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
				{
					SetupUberlightFromState( pShaderAPI, flashlightState );
				}
			}
		}
		Draw();
	}
	inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow,
		IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) 
	{
		BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
		bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use

		SHADOW_STATE
		{
			SetInitialShadowState( );
			if( bRefraction )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
				}
			}
			if( bReflection )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
				}
			}
			if( params[BASETEXTURE]->IsTexture() )
			{
				// BASETEXTURE
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				// LIGHTMAP
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

				if ( params[ENVMAPMASK]->IsTexture() )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
				}
			}

			// normal map
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );

			int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T;

			// texcoord0 : base texcoord
			// texcoord1 : lightmap texcoord
			// texcoord2 : lightmap texcoord offset
			int numTexCoords = 1;
			if( params[BASETEXTURE]->IsTexture() )
			{
				numTexCoords = 3;
			}
			pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 );
			
			if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) )
			{
				EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
			}

			DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
			SET_STATIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 );

			// "REFLECT" "0..1"
			// "REFRACT" "0..1"
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( REFLECT,  bReflection );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT,  bRefraction );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( REFLECT,  bReflection );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT,  bRefraction );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() );
				SET_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 );
			}

			FogToFogColor();

			if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
			{
				// we are writing linear values from this shader.
				pShaderShadow->EnableSRGBWrite( true );
			}

			pShaderShadow->EnableAlphaWrites( bFullyOpaque );
		}
		DYNAMIC_STATE
		{
			if( bRefraction )
			{
				// HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable
				BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 );
			}
			if( bReflection )
			{
				BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 );
			}
			BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME );
			if( params[BASETEXTURE]->IsTexture() )
			{
				BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
				SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM );

				if ( params[ENVMAPMASK]->IsTexture() )
				{
					BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME );
				}
			}
			
			// Refraction tint
			if( bRefraction )
			{
				SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
			}
			// Reflection tint
			if( bReflection )
			{
				SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT );
			}

			SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
			
			float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f };
			pShaderAPI->SetPixelShaderConstant( 0, c0, 1 );
			
			float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
			pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
							  
			// fresnel constants
			float flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue();
			float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 0.0f };
			pShaderAPI->SetPixelShaderConstant( 3, c3, 1 );

			float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), 
				params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() };
			pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );

			pShaderAPI->SetPixelShaderFogParams( 8 );

			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 );
			SET_DYNAMIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 );
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 );
			}
		}
		Draw();
	}