Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Projecteding shader for Spy in TF2 (and probably many other things to come)
//
// $NoKeywords: $
//=====================================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "projected_dx9_helper.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Projected, Projected_DX90 )
BEGIN_VS_SHADER( Projected_DX90, "Help for Projected" )
BEGIN_SHADER_PARAMS SHADER_PARAM( SPECTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS
void SetupVars( Projected_DX9_Vars_t& info ) { info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nBaseTexture = BASETEXTURE; }
SHADER_INIT_PARAMS() { Projected_DX9_Vars_t info; SetupVars( info ); InitParamsProjected_DX9( this, params, pMaterialName, info ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { Projected_DX9_Vars_t info; SetupVars( info ); InitProjected_DX9( this, params, info ); }
SHADER_DRAW { Projected_DX9_Vars_t info; SetupVars( info ); DrawProjected_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER
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