//========= 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