Counter Strike : Global Offensive Source Code
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  1. //===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
  2. //
  3. // Purpose:
  4. //
  5. // $Header: $
  6. // $NoKeywords: $
  7. //===========================================================================//
  8. #include "BaseVSShader.h"
  9. #include "particlelitgeneric_dx9_helper.h"
  10. // NOTE: This has to be the last file included!
  11. #include "tier0/memdbgon.h"
  12. BEGIN_VS_SHADER( ParticleLitGeneric_DX9,
  13. "Help for ParticleLitGeneric_DX9" )
  14. BEGIN_SHADER_PARAMS
  15. SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
  16. SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
  17. SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
  18. END_SHADER_PARAMS
  19. void SetupVars( ParticleLitGeneric_DX9_Vars_t& info )
  20. {
  21. info.m_nBaseTexture = BASETEXTURE;
  22. info.m_nBaseTextureFrame = FRAME;
  23. info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
  24. info.m_nBumpmap = BUMPMAP;
  25. info.m_nBumpFrame = BUMPFRAME;
  26. info.m_nBumpTransform = BUMPTRANSFORM;
  27. info.m_nAlphaTestReference = -1;
  28. info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
  29. info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
  30. }
  31. SHADER_INIT_PARAMS()
  32. {
  33. ParticleLitGeneric_DX9_Vars_t vars;
  34. SetupVars( vars );
  35. // InitParamsParticleLitGeneric_DX9( this, params, pMaterialName, vars );
  36. }
  37. SHADER_FALLBACK
  38. {
  39. return 0;
  40. }
  41. SHADER_INIT
  42. {
  43. ParticleLitGeneric_DX9_Vars_t vars;
  44. SetupVars( vars );
  45. // InitParticleLitGeneric_DX9( this, params, vars );
  46. }
  47. SHADER_DRAW
  48. {
  49. ParticleLitGeneric_DX9_Vars_t vars;
  50. SetupVars( vars );
  51. // DrawParticleLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, vars );
  52. }
  53. END_SHADER