diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/example_model_dx9.cpp')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/example_model_dx9.cpp | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/example_model_dx9.cpp b/sp/src/materialsystem/stdshaders/example_model_dx9.cpp new file mode 100644 index 00000000..87e012e3 --- /dev/null +++ b/sp/src/materialsystem/stdshaders/example_model_dx9.cpp @@ -0,0 +1,60 @@ +//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
+//
+// Example shader that can be applied to models
+//
+//==================================================================================================
+
+#include "BaseVSShader.h"
+#include "convar.h"
+#include "example_model_dx9_helper.h"
+
+#ifdef GAME_SHADER_DLL
+DEFINE_FALLBACK_SHADER( Mod_Example_Model, Mod_Example_Model_DX9 )
+BEGIN_VS_SHADER( Mod_Example_Model_DX9, "Help for Example Model Shader" )
+#else
+DEFINE_FALLBACK_SHADER( Example_Model, Example_Model_DX9 )
+BEGIN_VS_SHADER( Example_Model_DX9, "Help for Example Model Shader" )
+#endif
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
+ END_SHADER_PARAMS
+
+ void SetupVars( ExampleModel_DX9_Vars_t& info )
+ {
+ info.m_nBaseTexture = BASETEXTURE;
+ info.m_nBaseTextureFrame = FRAME;
+ info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
+ info.m_nAlphaTestReference = ALPHATESTREFERENCE;
+ info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
+ info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ ExampleModel_DX9_Vars_t info;
+ SetupVars( info );
+ InitParamsExampleModel_DX9( this, params, pMaterialName, info );
+ }
+
+ SHADER_FALLBACK
+ {
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ ExampleModel_DX9_Vars_t info;
+ SetupVars( info );
+ InitExampleModel_DX9( this, params, info );
+ }
+
+ SHADER_DRAW
+ {
+ ExampleModel_DX9_Vars_t info;
+ SetupVars( info );
+ DrawExampleModel_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
+ }
+
+END_SHADER
+
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