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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/materialsystem/stdshaders/BaseVSShader.cpp
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz
source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/BaseVSShader.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/BaseVSShader.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/mp/src/materialsystem/stdshaders/BaseVSShader.cpp b/mp/src/materialsystem/stdshaders/BaseVSShader.cpp
index 31c2e9b2..40e3934b 100644
--- a/mp/src/materialsystem/stdshaders/BaseVSShader.cpp
+++ b/mp/src/materialsystem/stdshaders/BaseVSShader.cpp
@@ -852,14 +852,14 @@ void CBaseVSShader::SetHWMorphVertexShaderState( int nDimConst, int nSubrectCons
s_pShaderAPI->GetStandardTextureDimensions( &nMorphWidth, &nMorphHeight, TEXTURE_MORPH_ACCUMULATOR );
int nDim = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT );
- float pMorphAccumSize[4] = { nMorphWidth, nMorphHeight, nDim, 0.0f };
+ float pMorphAccumSize[4] = { (float)nMorphWidth, (float)nMorphHeight, (float)nDim, 0.0f };
s_pShaderAPI->SetVertexShaderConstant( nDimConst, pMorphAccumSize );
int nXOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET );
int nYOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET );
int nWidth = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH );
int nHeight = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT );
- float pMorphAccumSubrect[4] = { nXOffset, nYOffset, nWidth, nHeight };
+ float pMorphAccumSubrect[4] = { (float)nXOffset, (float)nYOffset, (float)nWidth, (float)nHeight };
s_pShaderAPI->SetVertexShaderConstant( nSubrectConst, pMorphAccumSubrect );
s_pShaderAPI->BindStandardVertexTexture( morphSampler, TEXTURE_MORPH_ACCUMULATOR );