Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "particlelitgeneric_dx9_helper.h"
BEGIN_VS_SHADER( ParticleLitGeneric_DX9,
"Help for ParticleLitGeneric_DX9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
END_SHADER_PARAMS
void SetupVars( ParticleLitGeneric_DX9_Vars_t& info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nBaseTextureFrame = FRAME;
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nAlphaTestReference = -1;
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
}
SHADER_INIT_PARAMS()
{
ParticleLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
// InitParamsParticleLitGeneric_DX9( this, params, pMaterialName, vars );
}
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 70)
return "ParticleLitGeneric_DX6";
if (g_pHardwareConfig->GetDXSupportLevel() < 80)
return "ParticleLitGeneric_DX7";
return "ParticleLitGeneric_DX8";
return 0;
}
SHADER_INIT
{
ParticleLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
// InitParticleLitGeneric_DX9( this, params, vars );
}
SHADER_DRAW
{
ParticleLitGeneric_DX9_Vars_t vars;
SetupVars( vars );
// DrawParticleLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, vars );
}
END_SHADER