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//========= Copyright (c) 1996-2007, Valve LLC, All rights reserved. ============
//
// Purpose: Lightmapped paint shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================
#include "lightmappedpaint_dx9_helper.h"
#include "BaseVSShader.h"
#include "shaderlib/commandbuilder.h"
#include "convar.h"
#include "lightmappedgeneric_vs20.inc"
#include "lightmappedpaint_ps20.inc"
#include "lightmappedpaint_ps20b.inc"
#include "tier0/vprof.h"
#include "shaderapifast.h"
#include "tier0/memdbgon.h"
extern ConVar mat_ambient_light_r; extern ConVar mat_ambient_light_g; extern ConVar mat_ambient_light_b;
void DrawLightmappedPaint_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr ) { SHADOW_STATE { pShader->SetInitialShadowState(); } CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *>( *pContextDataPtr );
bool bHDR = g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE;
if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged ) { static ConVarRef gpu_level( "gpu_level" ); int nGPULevel = gpu_level.GetInt(); bool bFullyOpaqueWithoutAlphaTest = false; bool bFullyOpaque = false; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow; bool bThickPaint = ( nGPULevel > 1 ); #ifdef _GAMECONSOLE
bThickPaint = TRUE; #endif
if ( ! pContextData ) // make sure allocated
{ pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; }
bool hasBump = true; //g_pConfig->UseBumpmapping();
bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() );
pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasEnvmap = params[info.m_nPaintEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && g_pHardwareConfig->SupportsPixelShaders_2_b()) ? 2 : 1; } else { envmap_variant = 1; }
bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
#if 0
int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); // Needed for SSAO
} #endif
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_LIGHTMAP );
//noise
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D );
//paint map
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_NONE, TEXTURE_PAINT );
if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); #ifndef _PS3
staticCmdsBuf.SetPixelShaderFogParams( 11 ); #endif
staticCmdsBuf.End(); // now, copy buf
pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
//pShaderShadow->EnableAlphaTest( true );
//pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
unsigned int flags = VERTEX_POSITION;
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); }
if( hasVertexColor ) { flags |= VERTEX_COLOR; }
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords; // if ( ShaderApiFast( pShaderAPI )->InEditorMode() )
// if ( pShader->CanUseEditorMaterials() )
// {
// numTexCoords = 1;
// }
// else
{ numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } } int nLightingPreviewMode = 0; #if 0
int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); #endif
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
// Pre-cache pixel shaders
int bumpmap_variant=(hasSSBump) ? 2 : hasBump;
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, 1 ); //need tangent transpose matrix for lighting
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, 0 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, 0 ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, 0 ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( PAINT, 1 ); SET_STATIC_VERTEX_SHADER_COMBO( ADDBUMPMAPS, 0 ); #if defined( _X360 ) || defined( _PS3 )
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0); #endif
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
#define TCOMBINE_NONE 12 // there is no detail texture
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( lightmappedpaint_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( THICKPAINT, bThickPaint ); SET_STATIC_PIXEL_SHADER( lightmappedpaint_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( lightmappedpaint_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( THICKPAINT, bThickPaint ); SET_STATIC_PIXEL_SHADER( lightmappedpaint_ps20 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
// But only do it if we're not using the alpha already for translucency
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
pShaderShadow->EnableSRGBWrite( true );
pShader->DefaultFog();
float flLScale = pShaderShadow->GetLightMapScaleFactor(); pShader->PI_BeginCommandBuffer(); pShader->PI_SetModulationPixelShaderDynamicState( 21 );
pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale ); pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale ); pShader->PI_EndCommandBuffer(); } // end shadow state
} // end shadow || regen display list
if ( pShaderAPI && ( pContextData->m_bMaterialVarsChanged ) ) { // need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false;
// 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[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;
if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } int nTransformToLoad = -1; if ( ( hasBump || hasSSBump ) && !hasSelfIllum && !bHasBlendModulateTexture ) { nTransformToLoad = info.m_nBumpTransform; } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad );
if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords.
if( hasBump ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nPaintEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && g_pHardwareConfig->SupportsPixelShaders_2_b()) ? 2 : 1; } else { envmap_variant = 0; }
pContextData->m_bPixelShaderFastPath = true; bool bUsingContrastOrSaturation = hasEnvmap && ( ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) || (envmapSaturation != 1.0f) ); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrastOrSaturation || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ]
pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); }
// parallax and cubemap light scale mapping parms (c20)
if ( envmap_variant == 2 ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 20, 0, GetFloatParam( info.m_nEnvMapLightScale, params), 0, 0 ); }
// texture binds
// handle mat_fullbright 2
bool bLightingOnly = g_pConfig->nFullbright == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // disable color modulation
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
// turn off environment mapping
envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; }
if( params[info.m_nPaintSplatNormal]->IsTexture() ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nPaintSplatNormal ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); }
if( params[info.m_nPaintSplatBubbleLayout]->IsTexture() ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nPaintSplatBubbleLayout ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, TEXTURE_BLACK ); }
if( params[info.m_nPaintSplatBubble]->IsTexture() ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, info.m_nPaintSplatBubble ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); }
if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nBlendModulateTexture, -1 ); }
pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { ShaderApiFast( pShaderAPI )->SetDefaultState(); #ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut; ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_pStaticCmds ); ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() ); #else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); #endif
bool hasEnvmap = params[info.m_nPaintEnvmap]->IsTexture();
if ( hasEnvmap ) { DynamicCmdsOut.BindEnvCubemapTexture( pShader, SHADER_SAMPLER2, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, info.m_nPaintEnvmap, info.m_nEnvmapFrame ); }
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;
int nFixedLightingMode = ShaderApiFast( pShaderAPI )->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bVertexShaderFastPath = false; }
float vEyePos[4]; ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos ); DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyePos[0], vEyePos[1], vEyePos[2], 0.0f );
// These constants are used to rotate the world space water normals around the up axis to align the
// normal with the camera and then give us a 2D offset vector to use for reflection and refraction uv's
VMatrix mView; ShaderApiFast( pShaderAPI )->GetMatrix( MATERIAL_VIEW, mView.m[0] ); mView = mView.Transpose3x3();
Vector4D vCameraRight( mView.m[0][0], mView.m[0][1], mView.m[0][2], 0.0f ); vCameraRight.z = 0.0f; // Project onto the plane of water
vCameraRight.AsVector3D().NormalizeInPlace();
Vector4D vCameraForward; CrossProduct( Vector( 0.0f, 0.0f, 1.0f ), vCameraRight.AsVector3D(), vCameraForward.AsVector3D() ); // I assume the water surface normal is pointing along z!
ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 22, vCameraRight.Base() ); ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 23, vCameraForward.Base() );
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode(); DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 );
// This block of logic is up here and is so verbose because the compiler on the Mac was previously
// optimizing much of this away and allowing out of range values into the logic which ultimately
// computes the dynamic index. Please leave this here and don't try to weave it into the dynamic
// combo setting macros below.
bool bPixelShaderFastPath = false; if ( pContextData->m_bPixelShaderFastPath ) bPixelShaderFastPath = true; bool bFastPath = false; if ( bPixelShaderFastPath ) bFastPath = true;
if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = ShaderApiFast( 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; }
// only do ambient light when not using flashlight
float vAmbientColor[4] = { mat_ambient_light_r.GetFloat(), mat_ambient_light_g.GetFloat(), mat_ambient_light_b.GetFloat(), 0.0f }; if ( g_pConfig->nFullbright == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 );
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedpaint_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedpaint_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedpaint_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedpaint_ps20 ); }
DynamicCmdsOut.End(); #ifdef _PS3
ShaderApiFast( pShaderAPI )->SetPixelShaderFogParams( 11 ); #endif
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); }
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