Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef AFTERSHOCK_HELPER_H
#define AFTERSHOCK_HELPER_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseVSShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow;
//-----------------------------------------------------------------------------
// Init params/ init/ draw methods
//-----------------------------------------------------------------------------
struct AftershockVars_t { AftershockVars_t() { memset( this, 0xFF, sizeof(AftershockVars_t) ); }
int m_nColorTint; int m_nRefractAmount;
int m_nBumpmap; int m_nBumpFrame; int m_nBumpTransform;
int m_nSilhouetteThickness; int m_nSilhouetteColor; int m_nGroundMin; int m_nGroundMax; int m_nBlurAmount;
int m_nTime; };
// Default values (Arrays should only be vec[4])
static const float kDefaultColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; static const float kDefaultRefractAmount = 0.1f; static const float kDefaultSilhouetteThickness = 0.2f; static const float kDefaultSilhouetteColor[4] = { 0.3f, 0.3f, 0.5f, 1.0f }; static const float kDefaultGroundMin = -0.3f; static const float kDefaultGroundMax = -0.1f; static const float kDefaultBlurAmount = 0.01f;
void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_t &info ); void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info ); void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression );
#endif // AFTERSHOCK_HELPER_H
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