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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H
#define WORLDVERTEXTRANSITION_DX8_HELPER_H
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader;
class IMaterialVar;
class IShaderDynamicAPI;
class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct WorldVertexTransitionEditor_DX8_Vars_t
{
WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); }
int m_nBaseTextureVar;
int m_nBaseTextureFrameVar;
int m_nBaseTextureTransformVar;
int m_nBaseTexture2Var;
int m_nBaseTexture2FrameVar;
int m_nBaseTexture2TransformVar;
};
void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info );
#endif // WORLDVERTEXTRANSITION_DX8_HELPER_H
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