Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "worldvertextransition.inc"
#include "worldvertextransition_vs14.inc"
#include "worldvertextransition_seamless.inc"
#include "lightmappedgeneric_vs11.inc"
#include "writevertexalphatodestalpha_vs11.inc"
#include "worldvertextransition_dx8_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX8 )
ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
BEGIN_VS_SHADER( WorldVertexTransition_DX8,
"Help for WorldVertexTransition_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" )
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $baseTexture" )
SHADER_PARAM( BASETEXTURETRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$baseTexture texcoord transform" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map for BASETEXTURE" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( BUMPBASETEXTURE2WITHBUMPMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "0.0", "1.0 == mirror, 0.0 == water" )
SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" )
SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
return "WorldVertexTransition_DX6";
return 0;
}
void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info )
{
info.m_nBaseTextureVar = BASETEXTURE;
info.m_nBaseTextureFrameVar = FRAME;
info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM;
info.m_nBaseTexture2Var = BASETEXTURE2;
info.m_nBaseTexture2FrameVar = FRAME2;
info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM2;
}
SHADER_INIT_PARAMS()
{
// Initializes FLASHLIGHTTEXTURE + MATERIAL_VAR2_LIGHTING_LIGHTMAP
WorldVertexTransitionEditor_DX8_Vars_t info;
SetupVars( info );
InitParamsWorldVertexTransitionEditor_DX8( params, info );
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
{
if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
{
Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
params[ENVMAP]->SetUndefined();
}
}
if( !params[ENVMAPMASKSCALE]->IsDefined() )
{
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
}
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[SELFILLUMTINT]->IsDefined() )
{
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[DETAILSCALE]->IsDefined() )
{
params[DETAILSCALE]->SetFloatValue( 4.0f );
}
if( !params[FRESNELREFLECTION]->IsDefined() )
{
params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
}
if( !params[ENVMAPMASKFRAME]->IsDefined() )
{
params[ENVMAPMASKFRAME]->SetIntValue( 0 );
}
if( !params[ENVMAPFRAME]->IsDefined() )
{
params[ENVMAPFRAME]->SetIntValue( 0 );
}
if( !params[BUMPFRAME]->IsDefined() )
{
params[BUMPFRAME]->SetIntValue( 0 );
}
if( !params[ENVMAPCONTRAST]->IsDefined() )
{
params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
}
if( !params[ENVMAPSATURATION]->IsDefined() )
{
params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
}
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
if( !params[BUMPBASETEXTURE2WITHBUMPMAP]->IsDefined() )
{
params[BUMPBASETEXTURE2WITHBUMPMAP]->SetIntValue( 0 );
}
if( !params[DETAILSCALE]->IsDefined() )
{
params[DETAILSCALE]->SetFloatValue( 4.0f );
}
if( !params[DETAILFRAME]->IsDefined() )
{
params[DETAILFRAME]->SetIntValue( 0 );
}
if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
{
// seamless scale is going to be used, so kill some other features. . might implement with these features later.
params[DETAIL]->SetUndefined();
params[BUMPMAP]->SetUndefined();
params[ENVMAP]->SetUndefined();
}
if ( !params[SEAMLESS_SCALE]->IsDefined() )
{
// zero means don't do seamless mapping.
params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
}
if( params[SSBUMP]->IsDefined() && params[SSBUMP]->GetIntValue() != 0 )
{
// turn of normal mapping since we have ssbump defined, which
// means that we didn't make a dx8 fallback for this material.
params[BUMPMAP]->SetUndefined();
}
}
SHADER_INIT
{
// Loads BASETEXTURE, BASETEXTURE2
WorldVertexTransitionEditor_DX8_Vars_t info;
SetupVars( info );
InitWorldVertexTransitionEditor_DX8( this, params, info );
// FLASHLIGHTFIXME
if ( params[FLASHLIGHTTEXTURE]->IsDefined() )
{
LoadTexture( FLASHLIGHTTEXTURE );
}
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
if ( g_pHardwareConfig->SupportsPixelShaders_1_4() && params[BLENDMODULATETEXTURE]->IsDefined() )
{
LoadTexture( BLENDMODULATETEXTURE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( params[ENVMAP]->IsDefined() && !params[BUMPMAP]->IsDefined() )
{
Warning( "must have $bumpmap if you have $envmap for worldvertextransition\n" );
params[ENVMAP]->SetUndefined();
params[BUMPMAP]->SetUndefined();
}
if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
LoadBumpMap( BUMPMAP );
}
if( params[ENVMAP]->IsDefined() )
{
if( !IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) )
{
LoadCubeMap( ENVMAP );
}
else
{
Warning( "$envmapsphere not supported by worldvertextransition\n" );
params[ENVMAP]->SetUndefined();
}
}
}
void WriteVertexAlphaToDestAlpha( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
if( pShaderShadow )
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableColorWrites( false );
writevertexalphatodestalpha_vs11_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "writevertexalphatodestalpha_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "writevertexalphatodestalpha_ps11" );
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 );
}
else
{
writevertexalphatodestalpha_vs11_Dynamic_Index vshIndex;
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void DrawFlashlightPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, int passID )
{
bool bBump = ( passID == 0 ) && ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture();
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, true, passID, BASETEXTURE2, FRAME2 );
}
bool ShouldUseBumpmapping( IMaterialVar **params )
{
return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined();
}
void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
WriteVertexAlphaToDestAlpha( params, pShaderAPI, pShaderShadow );
DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 0 );
DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 1 );
}
SHADER_DRAW
{
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
bool bSupports14 = g_pHardwareConfig->SupportsPixelShaders_1_4();
// FLASHLIGHTFIXME: need to make these the same.
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight( params, pShaderAPI, pShaderShadow );
}
else if ( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
{
// This is the seamless_scale version, which doesn't use $detail or $bumpmap
SHADOW_STATE
{
// three copies of the base texture for seamless blending
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
worldvertextransition_seamless_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
int pshIndex = 0;
pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
FogToFogColor();
}
DYNAMIC_STATE
{
// Texture 0..2
if( bLightingOnly )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
}
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue();
float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
worldvertextransition_seamless_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
SHADOW_STATE
{
// inherit state from previous pass
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
DYNAMIC_STATE
{
if( !bLightingOnly )
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 );
BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 );
BindTexture( SHADER_SAMPLER2, BASETEXTURE2, FRAME2 );
}
}
Draw();
}
else if( !params[BUMPMAP]->IsTexture() || !g_pConfig->UseBumpmapping() )
{
bool bDetail = params[DETAIL]->IsTexture();
bool bBlendModulate = params[BLENDMODULATETEXTURE]->IsTexture();
SHADOW_STATE
{
// This is the dx8, non-worldcraft version, non-bumped version
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
if( bDetail )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
}
if ( bSupports14 && bBlendModulate )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
int fmt = VERTEX_POSITION | VERTEX_COLOR;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
if ( !bSupports14 )
{
worldvertextransition_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() );
int pshIndex = bDetail ? 1 : 0;
pShaderShadow->SetPixelShader( "WorldVertexTransition", pshIndex );
}
else
{
worldvertextransition_vs14_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexTransition_vs14", vshIndex.GetIndex() );
int pshIndex = bDetail ? 1 : 0;
pshIndex += bBlendModulate ? 2 : 0;
pShaderShadow->SetPixelShader( "WorldVertexTransition_ps14", pshIndex );
}
FogToFogColor();
}
DYNAMIC_STATE
{
// Texture 1
if( bLightingOnly )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 );
}
if( bDetail )
{
BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
}
if ( bSupports14 && bBlendModulate )
{
BindTexture( SHADER_SAMPLER4, BLENDMODULATETEXTURE );
}
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
// go ahead and set this even if we don't have a detail texture so the vertex shader doesn't
// barf chunks with unitialized data.
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
if ( bSupports14 )
{
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, BLENDMASKTRANSFORM );
}
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM2 );
if ( !bSupports14 )
{
worldvertextransition_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
worldvertextransition_vs14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
}
Draw();
}
else
{
if( params[BUMPBASETEXTURE2WITHBUMPMAP]->GetIntValue() )
{
DrawWorldBumpedUsingVertexShader( BASETEXTURE, BASETEXTURETRANSFORM,
BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP,
ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME,
FRESNELREFLECTION, true, BASETEXTURE2, BASETEXTURETRANSFORM2, FRAME2, false );
}
else
{
// draw the base texture with everything else you normally would for
// bumped world materials
DrawWorldBumpedUsingVertexShader(
BASETEXTURE, BASETEXTURETRANSFORM,
BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT,
COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME,
FRESNELREFLECTION,
false, -1, -1, -1, false );
// blend basetexture 2 on top of everything using lightmap alpha.
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( true );
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "WorldVertexTransition_BlendBase2" );
FogToFogColor();
}
DYNAMIC_STATE
{
if( bLightingOnly )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
float half[4] = { 0.5f, 0.5f, 0.5f, 0.5f };
pShaderAPI->SetPixelShaderConstant( 4, half );
EnablePixelShaderOverbright( 0, true, true );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM2 );
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
}
}
END_SHADER