Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #include "shaderlib/cshader.h"
  8. #include "worldvertextransition_dx6_helper.h"
  9. // memdbgon must be the last include file in a .cpp file!!!
  10. #include "tier0/memdbgon.h"
  11. DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX6 )
  12. BEGIN_SHADER( WorldVertexTransition_DX6,
  13. "Help for WorldVertexTransition_dx6" )
  14. BEGIN_SHADER_PARAMS
  15. SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" )
  16. END_SHADER_PARAMS
  17. void SetupVars( WorldVertexTransition_DX6_Vars_t& info )
  18. {
  19. info.m_nBaseTextureVar = BASETEXTURE;
  20. info.m_nBaseTextureFrameVar = FRAME;
  21. info.m_nBaseTexture2Var = BASETEXTURE2;
  22. info.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
  23. }
  24. SHADER_INIT_PARAMS()
  25. {
  26. WorldVertexTransition_DX6_Vars_t info;
  27. SetupVars( info );
  28. InitParamsWorldVertexTransition_DX6( params, info );
  29. }
  30. SHADER_INIT
  31. {
  32. WorldVertexTransition_DX6_Vars_t info;
  33. SetupVars( info );
  34. InitWorldVertexTransition_DX6( this, params, info );
  35. }
  36. SHADER_DRAW
  37. {
  38. WorldVertexTransition_DX6_Vars_t info;
  39. SetupVars( info );
  40. DrawWorldVertexTransition_DX6( this, params, pShaderAPI, pShaderShadow, info );
  41. }
  42. END_SHADER