Пример #1
0
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
	IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
	bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;

	SHADOW_STATE
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );	// Cornea normal
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );	// Iris
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );	// Cube reflection
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );	// Ambient occlusion

		// Set stream format (note that this shader supports compression)
		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
		int nTexCoordCount = 1;
		int userDataSize = 0;
		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Light warp
		}

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

		int nShadowFilterMode = 0;
		if ( bDrawFlashlightAdditivePass == true )
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
			}

			pShaderShadow->EnableDepthWrites( false );
			pShaderShadow->EnableAlphaWrites( false );
			pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending 
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Flashlight cookie
		}
		else
		{
			pShaderShadow->EnableAlphaWrites( true );
		}

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, 0 );
			SET_STATIC_VERTEX_SHADER( eye_refract_vs20 );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
				bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

				DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 );
				SET_STATIC_PIXEL_SHADER( eye_refract_ps20b );

				if ( bDrawFlashlightAdditivePass == true )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
					pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
				}
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 );
				SET_STATIC_PIXEL_SHADER( eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );	// Screen space ambient occlusion

			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
			SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );

			DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_VERTEX_SHADER( eye_refract_vs30 );

			bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
			bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

			DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_PIXEL_SHADER( eye_refract_ps30 );

			if ( bDrawFlashlightAdditivePass == true )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
			}
		}
#endif

		// On DX9, get the gamma read and write correct
		//pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );		// Cornea normal
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );			// Iris
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );			// Cube map reflection
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );			// Ambient occlusion
		pShaderShadow->EnableSRGBWrite( true );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );		// Light Warp
		}

		if ( bDrawFlashlightAdditivePass == true )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );		// Flashlight cookie
		}

		// Fog
		if ( bDrawFlashlightAdditivePass == true )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->FogToFogColor();
		}

		// Per-instance state
		pShader->PI_BeginCommandBuffer();
		if ( !bDrawFlashlightAdditivePass )
		{
			pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
		}
		pShader->PI_SetVertexShaderAmbientLightCube();
		pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 );
		pShader->PI_EndCommandBuffer();
	}
	DYNAMIC_STATE
	{
		VMatrix worldToTexture;
		ITexture *pFlashlightDepthTexture = NULL;
		FlashlightState_t flashlightState;
		bool bFlashlightShadows = false;
		if ( bDrawFlashlightAdditivePass == true )
		{
			flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			bFlashlightShadows = flashlightState.m_bEnableShadows;
		}

		bool bSinglePassFlashlight = false;

		pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture );
		pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
		pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
		pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
	
		if ( bDiffuseWarp )
		{
			if ( r_lightwarpidentity.GetBool() )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
			}
			else
			{
				pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
			}
		}

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

			if ( pAOTexture )
			{
				pShader->BindTexture( SHADER_SAMPLER8, pAOTexture );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );
			}
		}

		if ( bDrawFlashlightAdditivePass == true )
			pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );

		if ( bDrawFlashlightAdditivePass == true )
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );

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

		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
			SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );

			if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
			{
				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_5, vEyeDir );
			}

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

				bool bHasDisplacement = false; // TODO
				float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions );
			}

			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
			SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
		}
#endif

		// Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
		float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
		vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
		vPSConst[2] = 0.0f; // NOT USED
		vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
		pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );

		pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
		pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
		pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );

		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
		pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );

		float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f };
		if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) )
		{
			params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 );
		}
		vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f;

		float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		//vPackedConst6[0] Unused
		vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
		//vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere;
		vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength;
		pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );

		if ( bDrawFlashlightAdditivePass == true )
		{
			SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight );

			if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
			}
		}

		if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
		{
			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_5, vEyeDir );
		}

		// Flashlight tax
#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
			}
			else // ps.2.0
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nFixedLightingMode ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );

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

			SetupUberlightFromState( pShaderAPI, flashlightState );
		}
#endif

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		if ( bDrawFlashlightAdditivePass == true )
		{
			float atten[4], pos[4], tweaks[4];
			atten[0] = flashlightState.m_fConstantAtten;		// Set the flashlight attenuation factors
			atten[1] = flashlightState.m_fLinearAtten;
			atten[2] = flashlightState.m_fQuadraticAtten;
			atten[3] = flashlightState.m_FarZAtten;
			pShaderAPI->SetPixelShaderConstant( 7, atten, 1 );

			pos[0] = flashlightState.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = flashlightState.m_vecLightOrigin[1];
			pos[2] = flashlightState.m_vecLightOrigin[2];
			pShaderAPI->SetPixelShaderConstant( 8, pos, 1 );

			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, 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] );
			pShaderAPI->SetPixelShaderConstant( 9, tweaks, 1 );

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

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

			vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion;
		}

		vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f );
		pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 );

		// Intro tax
		if ( bIntro )
		{
			float curTime = params[info.m_nWarpParam]->GetFloatValue();
			float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
			if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) )
			{
				params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
			}
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, timeVec, 1 );
		}
	}
	pShader->Draw();
}
Пример #2
0
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
	IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
	bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;

	SHADOW_STATE
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );	// Cornea normal
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );	// Iris
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );	// Cube reflection
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );	// Ambient occlusion

		// Set stream format (note that this shader supports compression)
		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
		int nTexCoordCount = 1;
		int userDataSize = 0;
		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Light warp
		}

		int nShadowFilterMode = 0;
		if ( bDrawFlashlightAdditivePass == true )
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
			}

			pShaderShadow->EnableDepthWrites( false );
			pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there 
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Flashlight cookie
		}

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( sdk_eye_refract_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER( sdk_eye_refract_vs20 );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
				bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

				DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20b );

				if ( bDrawFlashlightAdditivePass == true )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
					pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
				}
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( sdk_eye_refract_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER( sdk_eye_refract_vs30 );

			bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
			bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

			DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps30 );

			if ( bDrawFlashlightAdditivePass == true )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
			}
		}
#endif

		// On DX9, get the gamma read and write correct
		//pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );		// Cornea normal
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );			// Iris
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );			// Cube map reflection
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );			// Ambient occlusion
		pShaderShadow->EnableSRGBWrite( true );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );		// Light Warp
		}

		if ( bDrawFlashlightAdditivePass == true )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );		// Flashlight cookie
		}

		// Fog
		if ( bDrawFlashlightAdditivePass == true )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->FogToFogColor();
		}
	}
	DYNAMIC_STATE
	{
		VMatrix worldToTexture;
		ITexture *pFlashlightDepthTexture = NULL;
		FlashlightState_t flashlightState;
		bool bFlashlightShadows = false;
		if ( bDrawFlashlightAdditivePass == true )
		{
			flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			bFlashlightShadows = flashlightState.m_bEnableShadows;
		}

		pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture );
		pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
		pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
		pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
	
		if ( bDiffuseWarp )
		{
			if ( r_lightwarpidentity.GetBool() )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
			}
			else
			{
				pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
			}
		}

		if ( bDrawFlashlightAdditivePass == true )
			pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

		pShader->SetAmbientCubeDynamicStateVertexShader();

		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );

		if ( bDrawFlashlightAdditivePass == true )
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );

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

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs20 );
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );

			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_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( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs30 );
		}
#endif

		// Get luminance of ambient cube and saturate it
		float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) );

		// Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
		float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
		vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
		vPSConst[2] = fAverageAmbient;
		vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
		pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );

		pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
		pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
		pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );

		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
		pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );
		pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 );

		float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		//vPackedConst6[0] Unused
		vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
		//vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere;
		vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength;
		pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );

		float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;

		// Controls for lerp-style paths through shader code
		float vShaderControls[4] = { fPixelFogType, 0, 0, 0 };
		pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 );

		if ( bDrawFlashlightAdditivePass == true )
		{
			SetFlashLightColorFromState( flashlightState, pShaderAPI );

			if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
			}
		}

		// Flashlight tax
#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b );
			}
			else // ps.2.0
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 );
		}
#endif

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		if ( bDrawFlashlightAdditivePass == true )
		{
			float atten[4], pos[4], tweaks[4];
			atten[0] = flashlightState.m_fConstantAtten;		// Set the flashlight attenuation factors
			atten[1] = flashlightState.m_fLinearAtten;
			atten[2] = flashlightState.m_fQuadraticAtten;
			atten[3] = flashlightState.m_FarZ;
			pShaderAPI->SetPixelShaderConstant( 7, atten, 1 );

			pos[0] = flashlightState.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = flashlightState.m_vecLightOrigin[1];
			pos[2] = flashlightState.m_vecLightOrigin[2];
			pShaderAPI->SetPixelShaderConstant( 8, pos, 1 );

			//pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 );
			//10
			//11
			//12

			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 );

			// Tweaks associated with a given flashlight
			tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( 9, 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;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
		}
		else // Lighting constants when not drawing flashlight
		{
			pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
		}

		// Intro tax
		if ( bIntro )
		{
			float curTime = params[info.m_nWarpParam]->GetFloatValue();
			float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
			if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) )
			{
				params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
			}
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 );
		}
	}
	pShader->Draw();
}
Пример #3
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();
	}
int CalcShaderIndex( CBaseVSShader *pShader, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression,
	IMaterialVar **params,
	const CUtlVector< SimpleCombo* > &hList, bool bStatic, int numDynamic, bool bPreview )
{
#ifndef SHADER_EDITOR_DLL_2006
	LightState_t lState = { 0, false, false };
	if ( pShaderAPI && !pShader->UsingFlashlight( params ) )
		pShaderAPI->GetDX9LightState( &lState );
#endif

	int localIndex = 0;
	int curMultiplier = bStatic ? numDynamic : 1;

	int iLeft = hList.Count();
	SimpleCombo *c = NULL;

	for ( SimpleCombo *const*cl = hList.Base();
		iLeft > 0;
		iLeft--, cl++ )
	{
		c = *cl;

		if ( bPreview && !c->bInPreviewMode )
			continue;

		if ( c->bStatic != bStatic )
			continue;

		int localCombo = 0;
		switch ( c->iComboType )
		{
		default:
#ifndef SHADER_EDITOR_DLL_2006
			Assert( 0 );
#endif
			break;
		case HLSLCOMBO_CUSTOM:
			break;
#ifndef SHADER_EDITOR_DLL_2006
		case HLSLCOMBO_LIGHT_STATIC:
			Assert( pShaderAPI );
			localCombo = lState.m_bStaticLight ? 1 : 0;
			break;
		case HLSLCOMBO_LIGHT_DYNAMIC:
			Assert( pShaderAPI );
			localCombo = lState.HasDynamicLight() ? 1 : 0;
			break;
		case HLSLCOMBO_NUM_LIGHTS:
			Assert( pShaderAPI );
			localCombo = lState.m_nNumLights;
			break;
#endif
		case HLSLCOMBO_SKINNING:
			Assert( pShaderAPI );
			localCombo = ( pShaderAPI->GetCurrentNumBones() > 0 ) ? 1 : 0;
			break;
#ifndef SHADER_EDITOR_DLL_2006
		case HLSLCOMBO_MORPHING:
			Assert( pShaderAPI );
			localCombo = pShaderAPI->IsHWMorphingEnabled() ? 1 : 0;
			break;
		case HLSLCOMBO_VERTEXCOMPRESSION:
			localCombo = vertexCompression;
			break;
		case HLSLCOMBO_PIXELFOG:
			Assert( pShaderAPI );
			localCombo = pShaderAPI->GetPixelFogCombo() ? 1 : 0;
			break;
#endif
		case HLSLCOMBO_WATERFOG_TOALPHA:
			{
				Assert( pShaderAPI );
				MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
				localCombo = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) ? 1 : 0;
			}
			break;
		case HLSLCOMBO_FLASHLIGHT_ENABLED:
			localCombo = pShader->UsingFlashlight( params ) ? 1 : 0;
			break;
#ifndef SHADER_EDITOR_DLL_2006
		case HLSLCOMBO_FLASHLIGHT_FILTER_MODE:
			if ( pShader->UsingFlashlight( params ) )
				localCombo = g_pHardwareConfig->GetShadowFilterMode();
			break;
		case HLSLCOMBO_FLASHLIGHT_DO_SHADOWS:
			if ( pShader->UsingFlashlight( params ) )
			{
#ifdef SHADER_EDITOR_DLL_SWARM
				bool bShadows, bUber;
				pShaderAPI->GetFlashlightShaderInfo( &bShadows, &bUber );
				localCombo = bShadows ? 1 : 0;
#else
				Assert( pShaderAPI );
				VMatrix dummy;
				const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( dummy );
				localCombo = flashlightState.m_bEnableShadows ? 1 : 0;
#endif
			}
			break;
#endif
		}

		localIndex += curMultiplier * localCombo;
		curMultiplier *= c->GetAmt();
	}

	return localIndex;
}