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57 lines
1.8 KiB
57 lines
1.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef AFTERSHOCK_HELPER_H
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#define AFTERSHOCK_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 AftershockVars_t
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{
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AftershockVars_t() { memset( this, 0xFF, sizeof(AftershockVars_t) ); }
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int m_nColorTint;
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int m_nRefractAmount;
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int m_nBumpmap;
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int m_nBumpFrame;
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int m_nBumpTransform;
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int m_nSilhouetteThickness;
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int m_nSilhouetteColor;
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int m_nGroundMin;
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int m_nGroundMax;
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int m_nBlurAmount;
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int m_nTime;
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};
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// Default values (Arrays should only be vec[4])
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static const float kDefaultColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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static const float kDefaultRefractAmount = 0.1f;
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static const float kDefaultSilhouetteThickness = 0.2f;
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static const float kDefaultSilhouetteColor[4] = { 0.3f, 0.3f, 0.5f, 1.0f };
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static const float kDefaultGroundMin = -0.3f;
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static const float kDefaultGroundMax = -0.1f;
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static const float kDefaultBlurAmount = 0.01f;
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void InitParamsAftershock( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, AftershockVars_t &info );
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void InitAftershock( CBaseVSShader *pShader, IMaterialVar** params, AftershockVars_t &info );
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void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression );
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#endif // AFTERSHOCK_HELPER_H
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