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-rw-r--r--materialsystem/stdshaders/emissive_scroll_blended_pass_helper.h45
1 files changed, 45 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.h b/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.h
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index 0000000..a8fdd03
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+++ b/materialsystem/stdshaders/emissive_scroll_blended_pass_helper.h
@@ -0,0 +1,45 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+
+#ifndef EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
+#define EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <string.h>
+
+//-----------------------------------------------------------------------------
+// Forward declarations
+//-----------------------------------------------------------------------------
+class CBaseVSShader;
+class IMaterialVar;
+class IShaderDynamicAPI;
+class IShaderShadow;
+
+//-----------------------------------------------------------------------------
+// Init params/ init/ draw methods
+//-----------------------------------------------------------------------------
+struct EmissiveScrollBlendedPassVars_t
+{
+ EmissiveScrollBlendedPassVars_t() { memset( this, 0xFF, sizeof(EmissiveScrollBlendedPassVars_t) ); }
+
+ int m_nBlendStrength; // Amount this layer is blended in globally
+ int m_nBaseTexture;
+ int m_nFlowTexture;
+ int m_nEmissiveTexture;
+ int m_nEmissiveTint;
+ int m_nEmissiveScrollVector;
+ int m_nTime;
+};
+
+// Default values (Arrays should only be vec[4])
+static const float kDefaultEmissiveBlendStrength = 0.0f;
+static const float kDefaultEmissiveTint[4] = { 1.0f, 1.0f, 1.0f, 0.0f } ;
+static const float kDefaultEmissiveScrollVector[4] = { 0.11f, 0.124f, 0.0f, 0.0f } ;
+
+void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info );
+void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info );
+void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
+
+#endif // EMISSIVE_SCROLL_BLENDED_PASS_HELPER_H