diff --git a/materialsystem/stdshaders/example_model_dx9_helper.cpp b/materialsystem/stdshaders/example_model_dx9_helper.cpp index fc6a7208..bd952e3d 100644 --- a/materialsystem/stdshaders/example_model_dx9_helper.cpp +++ b/materialsystem/stdshaders/example_model_dx9_helper.cpp @@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); bool bFlashlightShadows = false; if( bHasFlashlight ) { diff --git a/materialsystem/stdshaders/eye_refract_helper.cpp b/materialsystem/stdshaders/eye_refract_helper.cpp index b7aa4caf..5092482c 100644 --- a/materialsystem/stdshaders/eye_refract_helper.cpp +++ b/materialsystem/stdshaders/eye_refract_helper.cpp @@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, if ( bDrawFlashlightAdditivePass == true ) pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 ); - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); if ( bDrawFlashlightAdditivePass == false ) { pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp index 448aaf1d..f98b503f 100644 --- a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp @@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); // Set Vertex Shader Combos - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); pShaderAPI->GetDX9LightState( &lightState ); DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); diff --git a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp index 7ec4ce3a..90f838ff 100644 --- a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp +++ b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp @@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); } - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); if( !hasFlashlight ) pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/pyro_vision.cpp b/materialsystem/stdshaders/pyro_vision.cpp index 9c861c75..91f1808f 100644 --- a/materialsystem/stdshaders/pyro_vision.cpp +++ b/materialsystem/stdshaders/pyro_vision.cpp @@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" ) DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() ); int numBones = pShaderAPI->GetCurrentNumBones(); - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); if ( bVertexLit && !bFullBright ) { pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/skin_dx9_helper.cpp b/materialsystem/stdshaders/skin_dx9_helper.cpp index 1e2d30f3..81891d8b 100644 --- a/materialsystem/stdshaders/skin_dx9_helper.cpp +++ b/materialsystem/stdshaders/skin_dx9_helper.cpp @@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad } } - LightState_t lightState = { 0, false, false }; + LightState_t lightState = LightState_t(); bool bFlashlightShadows = false; if( bHasFlashlight ) { diff --git a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp index e08cc497..ea92df4a 100644 --- a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp +++ b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp @@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial // Set up light combo state - LightState_t lightState = {0, false, false}; + LightState_t lightState = LightState_t(); if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) ) { pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/vortwarp_dx9.cpp b/materialsystem/stdshaders/vortwarp_dx9.cpp index 7c133f6f..3177f9a8 100644 --- a/materialsystem/stdshaders/vortwarp_dx9.cpp +++ b/materialsystem/stdshaders/vortwarp_dx9.cpp @@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn } // Set up light combo state - LightState_t lightState = {0, false, false}; + LightState_t lightState = LightState_t(); if ( bVertexLitGeneric && !hasFlashlight ) { pShaderAPI->GetDX9LightState( &lightState );