//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: Projecteding shader for Spy in TF2 (and probably many other things to come) // // $NoKeywords: $ //=====================================================================================// #include "BaseVSShader.h" #include "convar.h" #include "projected_dx9_helper.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Projected, Projected_DX90 ) BEGIN_VS_SHADER( Projected_DX90, "Help for Projected" ) BEGIN_SHADER_PARAMS SHADER_PARAM( SPECTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( FOW, SHADER_PARAM_TYPE_TEXTURE, "", "FoW Render Target" ) END_SHADER_PARAMS void SetupVars( Projected_DX9_Vars_t& info ) { info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nBaseTexture = BASETEXTURE; info.m_nFoW = FOW; } SHADER_INIT_PARAMS() { Projected_DX9_Vars_t info; SetupVars( info ); InitParamsProjected_DX9( this, params, pMaterialName, info ); } SHADER_FALLBACK { return 0; } SHADER_INIT { Projected_DX9_Vars_t info; SetupVars( info ); InitProjected_DX9( this, params, info ); } SHADER_DRAW { Projected_DX9_Vars_t info; SetupVars( info ); DrawProjected_DX9( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } END_SHADER