Browse Source

LightState_t fix

pull/385/head
celisej567 2 months ago
parent
commit
b635d7cf8e
  1. 2
      materialsystem/stdshaders/example_model_dx9_helper.cpp
  2. 2
      materialsystem/stdshaders/eye_refract_helper.cpp
  3. 2
      materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp
  4. 2
      materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
  5. 2
      materialsystem/stdshaders/pyro_vision.cpp
  6. 2
      materialsystem/stdshaders/skin_dx9_helper.cpp
  7. 2
      materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
  8. 2
      materialsystem/stdshaders/vortwarp_dx9.cpp

2
materialsystem/stdshaders/example_model_dx9_helper.cpp

@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param @@ -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 )
{

2
materialsystem/stdshaders/eye_refract_helper.cpp

@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, @@ -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 );

2
materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp

@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params @@ -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 );

2
materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp

@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, @@ -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 );

2
materialsystem/stdshaders/pyro_vision.cpp

@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" ) @@ -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 );

2
materialsystem/stdshaders/skin_dx9_helper.cpp

@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad @@ -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 )
{

2
materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp

@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial @@ -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 );

2
materialsystem/stdshaders/vortwarp_dx9.cpp

@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn @@ -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 );

Loading…
Cancel
Save