//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #ifndef WORLDVERTEXTRANSITION_DX6_HELPER_H #define WORLDVERTEXTRANSITION_DX6_HELPER_H //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CBaseShader; class IMaterialVar; class IShaderDynamicAPI; class IShaderShadow; //----------------------------------------------------------------------------- // Init params/ init/ draw methods //----------------------------------------------------------------------------- struct WorldVertexTransition_DX6_Vars_t { WorldVertexTransition_DX6_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransition_DX6_Vars_t) ); } int m_nBaseTextureVar; int m_nBaseTextureFrameVar; int m_nBaseTexture2Var; int m_nFlashlightTextureVar; }; void InitParamsWorldVertexTransition_DX6( IMaterialVar** params, WorldVertexTransition_DX6_Vars_t &info ); void InitWorldVertexTransition_DX6( CBaseShader *pShader, IMaterialVar** params, WorldVertexTransition_DX6_Vars_t &info ); void DrawWorldVertexTransition_DX6( CBaseShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransition_DX6_Vars_t &info ); #endif // WORLDVERTEXTRANSITION_DX6_HELPER_H