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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Multiblending shader for Spy in TF2 (and probably many other things to come)
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//
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// $NoKeywords: $
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//=====================================================================================//
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "multiblend_dx9_helper.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Multiblend, Multiblend_DX90 )
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BEGIN_VS_SHADER( Multiblend_DX90, "Help for Multiblend" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SPECTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SPECTEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SPECTEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( BASETEXTURE4, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( SPECTEXTURE4, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( FOW, SHADER_PARAM_TYPE_TEXTURE, "", "FoW Render Target" )
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SHADER_PARAM( ROTATION, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( SCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( ROTATION2, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( SCALE2, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( ROTATION3, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( SCALE3, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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SHADER_PARAM( ROTATION4, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
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SHADER_PARAM( SCALE4, SHADER_PARAM_TYPE_FLOAT, "1.0", "" )
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END_SHADER_PARAMS
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void SetupVars( Multiblend_DX9_Vars_t& info )
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{
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nSpecTexture = SPECTEXTURE;
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info.m_nBaseTexture2 = BASETEXTURE2;
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info.m_nSpecTexture2 = SPECTEXTURE2;
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info.m_nBaseTexture3 = BASETEXTURE3;
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info.m_nSpecTexture3 = SPECTEXTURE3;
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info.m_nBaseTexture4 = BASETEXTURE4;
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info.m_nSpecTexture4 = SPECTEXTURE4;
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info.m_nFoW = FOW;
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info.m_nRotation = ROTATION;
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info.m_nRotation2 = ROTATION2;
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info.m_nRotation3 = ROTATION3;
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info.m_nRotation4 = ROTATION4;
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info.m_nScale = SCALE;
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info.m_nScale2 = SCALE2;
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info.m_nScale3 = SCALE3;
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info.m_nScale4 = SCALE4;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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}
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SHADER_INIT_PARAMS()
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{
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Multiblend_DX9_Vars_t info;
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SetupVars( info );
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InitParamsMultiblend_DX9( this, params, pMaterialName, info );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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Multiblend_DX9_Vars_t info;
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SetupVars( info );
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InitMultiblend_DX9( this, params, info );
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}
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SHADER_DRAW
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{
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Multiblend_DX9_Vars_t info;
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SetupVars( info );
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DrawMultiblend_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
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}
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END_SHADER
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