text: //========= Copyright Valve Corporation, All rights reserved. ============//
  #include "BaseVSShader.h"
  #include "mathlib/vmatrix.h"
  #include "portal_refract_dx8_helper.h"
  #include "convar.h"
  
  // Auto generated inc files
  #include "portal_refract_vs11.inc"
  #include "portal_refract_ps11.inc"
  
  void InitParamsPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVarsDX8_t &info )
  {
  	// Set material flags
  	SET_FLAGS( MATERIAL_VAR_MODEL );
  	SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
  
  	// Set material parameter default values
  	if ( ( info.m_nStage != -1 ) && ( !params[info.m_nStage]->IsDefined() ) )
  	{
  		params[info.m_nStage]->SetIntValue( 0 );
  	}
  
  	if ( ( info.m_nPortalOpenAmount != -1 ) && ( !params[info.m_nPortalOpenAmount]->IsDefined() ) )
  	{
  		params[info.m_nPortalOpenAmount]->SetFloatValue( kDefaultPortalOpenAmount );
  	}
  
  	if ( ( info.m_nPortalStatic != -1 ) && ( !params[info.m_nPortalStatic]->IsDefined() ) )
  	{
  		params[info.m_nPortalStatic]->SetFloatValue( kDefaultPortalStatic );
  	}
  }
  
  void InitPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVarsDX8_t &info )
  {
  	if ( (info.m_nPortalMaskTexture != -1) && params[info.m_nPortalMaskTexture]->IsDefined() )
  	{
  		pShader->LoadTexture( info.m_nPortalMaskTexture );
  	}
  
  	if ( (info.m_nPortalColorTexture != -1) && params[info.m_nPortalColorTexture]->IsDefined() )
  	{
  		pShader->LoadTexture( info.m_nPortalColorTexture );
  	}
  }
  
  void DrawPortalRefract_DX8( CBaseVSShader *pShader, IMaterialVar** params, 
  						   IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVarsDX8_t &info )
  {
  	int nStage = IS_PARAM_DEFINED( info.m_nStage ) ? params[info.m_nStage]->GetIntValue() : 0;
  		
  	SHADOW_STATE
  	{
  		// Set stream format
  		pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, NULL, 4 );
  
  		// Vertex Shader
  		DECLARE_STATIC_VERTEX_SHADER( portal_refract_vs11 );
  		SET_STATIC_VERTEX_SHADER_COMBO( STAGE, nStage );
  		SET_STATIC_VERTEX_SHADER( portal_refract_vs11 );
  
  		// Pixel Shader
  		DECLARE_STATIC_PIXEL_SHADER( portal_refract_ps11 );
  		SET_STATIC_PIXEL_SHADER_COMBO( STAGE, nStage );
  		SET_STATIC_PIXEL_SHADER( portal_refract_ps11 );
  
  		// Textures
  		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  
  		// Enable alpha testing for all stages
  		pShaderShadow->EnableAlphaTest( true );
  		pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f );
  
  		// Enable alpha blending for stage 2
  		if ( nStage == 2 )
  		{
  			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
  			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 1.0f/255.0f );
  		}
  
  		// Disable z-writes for all passes
  		pShaderShadow->EnableDepthWrites( false );
  
  		// Disable alpha-writes for all passes
  		pShaderShadow->EnableAlphaWrites( false );
  
  		pShader->DefaultFog();
  	}
  	DYNAMIC_STATE
  	{
  		// Set Vertex Shader Combos
  		DECLARE_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
  		SET_DYNAMIC_VERTEX_SHADER( portal_refract_vs11 );
  
  		// Set Vertex Shader Constants 
  		if ( IS_PARAM_DEFINED( info.m_nTextureTransform ) )
  		{
  			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nTextureTransform );
  		}
  
  		// Time % 1000
  		float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  		vPackedVsConst1[0] = pShaderAPI->CurrentTime();
  		vPackedVsConst1[0] -= (float)( floor( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f;
  		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 );
  
  		// Set Pixel Shader Combos
  		DECLARE_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
  		SET_DYNAMIC_PIXEL_SHADER( portal_refract_ps11 );
  
  		// Bind textures
  		pShader->BindTexture( SHADER_SAMPLER0, info.m_nPortalColorTexture );
  		pShader->BindTexture( SHADER_SAMPLER1, info.m_nPortalMaskTexture );
  
  		// Set Pixel Shader Constants 
  		pShaderAPI->SetPixelShaderFogParams( 6 );
  
  		// Set c0-c3 to contain four rows of ViewProj matrix
  		VMatrix mView, mProj;
  		pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
  		pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
  		VMatrix mViewProj = mView * mProj;
  		mViewProj = mViewProj.Transpose();
  		pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 4 );
  
  		// Portal open amount
  		float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  		vPackedConst1[0] = ( IS_PARAM_DEFINED( info.m_nPortalOpenAmount ) ? params[info.m_nPortalOpenAmount]->GetFloatValue() : kDefaultPortalOpenAmount );
  		vPackedConst1[1] = 1.0f - ( IS_PARAM_DEFINED( info.m_nPortalStatic ) ? params[info.m_nPortalStatic]->GetFloatValue() : kDefaultPortalStatic );
  		vPackedConst1[2] = ( IS_PARAM_DEFINED( info.m_nPortalColorScale ) ? params[info.m_nPortalColorScale]->GetFloatValue() : kDefaultPortalColorScale ) / 4.0f; // Will scale by 4 in ps
  		
  		//vPackedConst4[0] = 0.6f;
  		//DevMsg( "Refract Time: %f\n", vPackedConst4[0] );
  
  		pShaderAPI->SetPixelShaderConstant( 1, vPackedConst1, 1 );
  		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vPackedConst1, 1 );
  
  		// Camera position
  		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
  		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
  		pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
  	}
  	pShader->Draw();
  }
  