Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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