// // - This is the fog header to include for vertex shaders if the shader doesn't support pixel-shader-blended vertex fog. // // -- DOWATERFOG is 0 for RANGE FOG, 1 for WATER/HEIGHT FOG -- // DYNAMIC: "DOWATERFOG" "0..1" [ = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ] // -- DOPIXELFOG is 1 if the material has $pixelfog 1, or if the material forces pixel fog by default (lightmappedgeneric for instance.) -- // FIXME! Will need to revisit this once we are doing water/height fog again. Needs to be pixel for in the water case. // STATIC: "DOPIXELFOG" "0..1" [ = g_pHardwareConfig->SupportsPixelShaders_2_b() ] // STATIC: "HARDWAREFOGBLEND" "0..0" [XBOX] [ = 0 ] // STATIC: "HARDWAREFOGBLEND" "0..1" [PC] [vs20] [ = !g_pHardwareConfig->SupportsPixelShaders_2_b() ] // STATIC: "HARDWAREFOGBLEND" "0..0" [PC] [vs30] [ = 0 ] // Can't do fixed-function fog and pixelfog at the same time, but only if we aren't doing water since HARDWAREFOGBLEND and DOPIXELFOG get redefined below. // SKIP: ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND ) // Support either pixel fog or fixed-function fog, skip everything else. // SKIP: ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 ) #if DOWATERFOG == 1 #undef HARDWAREFOGBLEND #define HARDWAREFOGBLEND 0 #undef DOPIXELFOG #define DOPIXELFOG 1 #endif