61 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Example shader that can be applied to models
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//
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//==================================================================================================
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "example_model_dx9_helper.h"
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#ifdef GAME_SHADER_DLL
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DEFINE_FALLBACK_SHADER( Mod_Example_Model, Mod_Example_Model_DX9 )
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BEGIN_VS_SHADER( Mod_Example_Model_DX9, "Help for Example Model Shader" )
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#else
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DEFINE_FALLBACK_SHADER( Example_Model, Example_Model_DX9 )
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BEGIN_VS_SHADER( Example_Model_DX9, "Help for Example Model Shader" )
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#endif
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	BEGIN_SHADER_PARAMS
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		SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )	
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	END_SHADER_PARAMS
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	void SetupVars( ExampleModel_DX9_Vars_t& info )
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	{
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		info.m_nBaseTexture = BASETEXTURE;
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		info.m_nBaseTextureFrame = FRAME;
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		info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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		info.m_nAlphaTestReference = ALPHATESTREFERENCE;
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		info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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		info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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	}
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	SHADER_INIT_PARAMS()
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	{
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		ExampleModel_DX9_Vars_t info;
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		SetupVars( info );
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		InitParamsExampleModel_DX9( this, params, pMaterialName, info );
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	}
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	SHADER_FALLBACK
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	{
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		return 0;
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	}
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	SHADER_INIT
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	{
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		ExampleModel_DX9_Vars_t info;
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		SetupVars( info );
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		InitExampleModel_DX9( this, params, info );
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	}
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	SHADER_DRAW
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	{
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		ExampleModel_DX9_Vars_t info;
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		SetupVars( info );
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		DrawExampleModel_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
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	}
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END_SHADER
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