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64 lines
1.8 KiB
64 lines
1.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef CLOAK_DX9_HELPER_H
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#define CLOAK_DX9_HELPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <string.h>
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseVSShader;
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class IMaterialVar;
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class IShaderDynamicAPI;
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class IShaderShadow;
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//-----------------------------------------------------------------------------
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// Init params/ init/ draw methods
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//-----------------------------------------------------------------------------
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struct Cloak_DX9_Vars_t
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{
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Cloak_DX9_Vars_t() { memset( this, 0xFF, sizeof( *this ) ); }
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int m_nBaseTexture;
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int m_nRefractAmount;
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int m_nRefractTint;
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int m_nNormalMap;
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int m_nBumpFrame;
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int m_nBumpTransform;
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int m_nRefractTintTexture;
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int m_nRefractTintTextureFrame;
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int m_nFresnelReflection;
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int m_nMasked;
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int m_nCloakFactor;
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int m_nDiffuseWarpTexture;
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int m_nPhongExponent;
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int m_nPhongTint;
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int m_nPhongAlbedoTint;
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int m_nPhongExponentTexture;
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int m_nPhongBoost;
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int m_nPhongFresnelRanges;
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// Rim lighting parameters
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int m_nRimLight;
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int m_nRimLightPower;
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int m_nRimLightBoost;
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int m_nRimMask;
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};
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void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName,
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Cloak_DX9_Vars_t &info );
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void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info );
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void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
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#endif // CLOAK_DX9_HELPER_H
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