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//===================== 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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