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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef CLOAK_DX9_HELPER_H
#define CLOAK_DX9_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 Cloak_DX9_Vars_t
{
Cloak_DX9_Vars_t() { memset( this, 0xFF, sizeof( *this ) ); }
int m_nBaseTexture;
int m_nRefractAmount;
int m_nRefractTint;
int m_nNormalMap;
int m_nBumpFrame;
int m_nBumpTransform;
int m_nRefractTintTexture;
int m_nRefractTintTextureFrame;
int m_nFresnelReflection;
int m_nMasked;
int m_nCloakFactor;
int m_nDiffuseWarpTexture;
int m_nPhongExponent;
int m_nPhongTint;
int m_nPhongAlbedoTint;
int m_nPhongExponentTexture;
int m_nPhongBoost;
int m_nPhongFresnelRanges;
// Rim lighting parameters
int m_nRimLight;
int m_nRimLightPower;
int m_nRimLightBoost;
int m_nRimMask;
};
void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName,
Cloak_DX9_Vars_t &info );
void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info );
void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
#endif // CLOAK_DX9_HELPER_H
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