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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h new file mode 100644 index 00000000..3736bfe8 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx95_helper.h @@ -0,0 +1,71 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//============================================================================= + +#ifndef VERTEXLITGENERIC_DX95_HELPER_H +#define VERTEXLITGENERIC_DX95_HELPER_H + +#include <string.h> + + +//----------------------------------------------------------------------------- +// Forward declarations +//----------------------------------------------------------------------------- +class CBaseVSShader; +class IMaterialVar; +class IShaderDynamicAPI; +class IShaderShadow; + + +//----------------------------------------------------------------------------- +// Init params/ init/ draw methods +//----------------------------------------------------------------------------- +struct VertexLitGeneric_DX95_Vars_t +{ + VertexLitGeneric_DX95_Vars_t() { memset( this, 0xFF, sizeof(VertexLitGeneric_DX95_Vars_t) ); } + + int m_nBaseTexture; + int m_nBaseTextureFrame; + int m_nBaseTexture2; + int m_nBaseTextureFrame2; + int m_nBaseTexture3; + int m_nBaseTextureFrame3; + int m_nBaseTextureTransform; + int m_nAlbedo; + int m_nSelfIllumTint; + int m_nDetail; + int m_nDetailFrame; + int m_nDetailScale; + int m_nEnvmap; + int m_nEnvmapFrame; + int m_nEnvmapMask; + int m_nEnvmapMaskFrame; + int m_nEnvmapMaskTransform; + int m_nEnvmapTint; + int m_nBumpmap; + int m_nBumpFrame; + int m_nBumpmap2; + int m_nBumpFrame2; + int m_nBumpMask; + int m_nBumpmap3; + int m_nBumpFrame3; + int m_nBumpTransform; + int m_nEnvmapContrast; + int m_nEnvmapSaturation; + int m_nAlphaTestReference; + int m_nFlashlightTexture; + int m_nFlashlightTextureFrame; + int m_nSelfIllumEnvMapMask_Alpha; + +}; + +void InitParamsVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info ); +void InitVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info ); +void DrawVertexLitGeneric_DX95( CBaseVSShader *pShader, IMaterialVar** params, + IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX95_Vars_t &info ); + + +#endif // VERTEXLITGENERIC_DX95_HELPER_H |