Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef PORTALREFRACT_HELPER_H
#define PORTALREFRACT_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 PortalRefractVars_t { PortalRefractVars_t() { memset( this, 0xFF, sizeof(PortalRefractVars_t) ); }
int m_nStage; int m_nPortalOpenAmount; int m_nPortalStatic; int m_nPortalMaskTexture; int m_nTextureTransform; int m_nPortalColorTexture; int m_nPortalColorScale; int m_nTime; };
// Default values (Arrays should only be vec[4])
static const float kDefaultPortalStatic = 0.0f; static const float kDefaultPortalOpenAmount = 0.0f; static const float kDefaultPortalColorScale = 1.0f;
void InitParamsPortalRefract( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, PortalRefractVars_t &info ); void InitPortalRefract( CBaseVSShader *pShader, IMaterialVar** params, PortalRefractVars_t &info ); void DrawPortalRefract( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, PortalRefractVars_t &info );
#endif // PortalRefract_HELPER_H
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