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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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// $NoKeywords: $
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//=============================================================================
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#ifndef VERTEXLITGENERIC_DX9_HELPER_H
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#define VERTEXLITGENERIC_DX9_HELPER_H
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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 VertexLitGeneric_DX9_Vars_t
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{
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VertexLitGeneric_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
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int m_nBaseTexture;
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int m_nWrinkle;
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int m_nStretch;
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int m_nBaseTextureFrame;
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int m_nBaseTextureTransform;
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int m_nAlbedo;
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int m_nDetail;
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int m_nDetailFrame;
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int m_nDetailScale;
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int m_nEnvmap;
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int m_nEnvmapFrame;
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int m_nEnvmapMask;
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int m_nEnvmapMaskFrame;
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int m_nEnvmapMaskTransform;
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int m_nEnvmapTint;
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int m_nBumpmap;
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int m_nNormalWrinkle;
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int m_nNormalStretch;
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int m_nBumpFrame;
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int m_nBumpTransform;
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int m_nEnvmapContrast;
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int m_nEnvmapSaturation;
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int m_nAlphaTestReference;
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int m_nVertexAlphaTest;
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int m_nFlashlightNoLambert;
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int m_nFlashlightTexture;
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int m_nFlashlightTextureFrame;
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int m_nSelfIllumTint;
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int m_nSelfIllumFresnel;
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int m_nSelfIllumFresnelMinMaxExp;
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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_nDiffuseWarpTexture;
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int m_nPhongWarpTexture;
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int m_nPhongBoost;
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int m_nPhongFresnelRanges;
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int m_nSelfIllumEnvMapMask_Alpha;
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int m_nAmbientOnly;
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int m_nHDRColorScale;
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int m_nPhong;
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int m_nBaseMapAlphaPhongMask;
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int m_nEnvmapFresnel;
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int m_nDetailTextureCombineMode;
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int m_nDetailTextureBlendFactor;
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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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int m_nSeamlessScale;
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int m_nSeamlessBase;
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int m_nSeamlessDetail;
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// distance coded line art parameters
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int m_nDistanceAlpha;
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int m_nDistanceAlphaFromDetail;
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int m_nSoftEdges;
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int m_nEdgeSoftnessStart;
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int m_nEdgeSoftnessEnd;
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int m_nScaleEdgeSoftnessBasedOnScreenRes;
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int m_nGlow;
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int m_nGlowColor;
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int m_nGlowAlpha;
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int m_nGlowStart;
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int m_nGlowEnd;
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int m_nGlowX;
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int m_nGlowY;
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int m_nOutline;
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int m_nOutlineColor;
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int m_nOutlineAlpha;
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int m_nOutlineStart0;
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int m_nOutlineStart1;
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int m_nOutlineEnd0;
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int m_nOutlineEnd1;
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int m_nScaleOutlineSoftnessBasedOnScreenRes;
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int m_nSeparateDetailUVs;
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int m_nDetailTextureTransform;
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int m_nLinearWrite;
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int m_nGammaColorRead;
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int m_nDetailTint;
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int m_nInvertPhongMask;
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int m_nDepthBlend;
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int m_nDepthBlendScale;
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int m_nSelfIllumMask;
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int m_nReceiveFlashlight;
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int m_nBlendTintByBaseAlpha;
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int m_nTintReplacesBaseColor;
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};
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void InitParamsVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info );
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void InitVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info );
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void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr
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);
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#endif // VERTEXLITGENERIC_DX9_HELPER_H
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