Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
#include "worldvertextransition_dx6_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX6 )
BEGIN_SHADER( WorldVertexTransition_DX6,
"Help for WorldVertexTransition_dx6" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" )
END_SHADER_PARAMS
void SetupVars( WorldVertexTransition_DX6_Vars_t& info )
{
info.m_nBaseTextureVar = BASETEXTURE;
info.m_nBaseTextureFrameVar = FRAME;
info.m_nBaseTexture2Var = BASETEXTURE2;
info.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
}
SHADER_INIT_PARAMS()
{
WorldVertexTransition_DX6_Vars_t info;
SetupVars( info );
InitParamsWorldVertexTransition_DX6( params, info );
}
SHADER_INIT
{
WorldVertexTransition_DX6_Vars_t info;
SetupVars( info );
InitWorldVertexTransition_DX6( this, params, info );
}
SHADER_DRAW
{
WorldVertexTransition_DX6_Vars_t info;
SetupVars( info );
DrawWorldVertexTransition_DX6( this, params, pShaderAPI, pShaderShadow, info );
}
END_SHADER