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| 1 | +//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== |
| 2 | +// |
| 3 | +// Example shader that can be applied to models |
| 4 | +// |
| 5 | +//================================================================================================== |
| 6 | + |
| 7 | +#include "BaseVSShader.h" |
| 8 | +#include "convar.h" |
| 9 | +#include "example_model_dx9_helper.h" |
| 10 | + |
| 11 | +#ifdef GAME_SHADER_DLL |
| 12 | +DEFINE_FALLBACK_SHADER( Mod_Example_Model, Mod_Example_Model_DX9 ) |
| 13 | +BEGIN_VS_SHADER( Mod_Example_Model_DX9, "Help for Example Model Shader" ) |
| 14 | +#else |
| 15 | +DEFINE_FALLBACK_SHADER( Example_Model, Example_Model_DX9 ) |
| 16 | +BEGIN_VS_SHADER( Example_Model_DX9, "Help for Example Model Shader" ) |
| 17 | +#endif |
| 18 | + |
| 19 | + BEGIN_SHADER_PARAMS |
| 20 | + SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) |
| 21 | + END_SHADER_PARAMS |
| 22 | + |
| 23 | + void SetupVars( ExampleModel_DX9_Vars_t& info ) |
| 24 | + { |
| 25 | + info.m_nBaseTexture = BASETEXTURE; |
| 26 | + info.m_nBaseTextureFrame = FRAME; |
| 27 | + info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; |
| 28 | + info.m_nAlphaTestReference = ALPHATESTREFERENCE; |
| 29 | + info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; |
| 30 | + info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; |
| 31 | + } |
| 32 | + |
| 33 | + SHADER_INIT_PARAMS() |
| 34 | + { |
| 35 | + ExampleModel_DX9_Vars_t info; |
| 36 | + SetupVars( info ); |
| 37 | + InitParamsExampleModel_DX9( this, params, pMaterialName, info ); |
| 38 | + } |
| 39 | + |
| 40 | + SHADER_FALLBACK |
| 41 | + { |
| 42 | + return 0; |
| 43 | + } |
| 44 | + |
| 45 | + SHADER_INIT |
| 46 | + { |
| 47 | + ExampleModel_DX9_Vars_t info; |
| 48 | + SetupVars( info ); |
| 49 | + InitExampleModel_DX9( this, params, info ); |
| 50 | + } |
| 51 | + |
| 52 | + SHADER_DRAW |
| 53 | + { |
| 54 | + ExampleModel_DX9_Vars_t info; |
| 55 | + SetupVars( info ); |
| 56 | + DrawExampleModel_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr ); |
| 57 | + } |
| 58 | + |
| 59 | +END_SHADER |
| 60 | + |
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