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441 lines
17 KiB
C
441 lines
17 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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// This is what all vs/ps (dx8+) shaders inherit from.
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//===========================================================================//
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#ifndef BASEVSSHADER_H
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#define BASEVSSHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shaderlib/cshader.h"
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#include "shaderlib/BaseShader.h"
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#include "convar.h"
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#include <renderparm.h>
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#ifdef _X360
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#define SUPPORT_DX8 0
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#define SUPPORT_DX7 0
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#else
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#define SUPPORT_DX8 1
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#define SUPPORT_DX7 1
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#endif
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//-----------------------------------------------------------------------------
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// Helper macro for vertex shaders
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//-----------------------------------------------------------------------------
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#define BEGIN_VS_SHADER_FLAGS(_name, _help, _flags) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, _flags )
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#define BEGIN_VS_SHADER(_name,_help) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, 0 )
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// useful parameter initialization macro
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#define INIT_FLOAT_PARM( parm, value ) \
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if ( !params[(parm)]->IsDefined() ) \
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{ \
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params[(parm)]->SetFloatValue( (value) ); \
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}
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// useful pixel shader declaration macro for ps20/20b c++ code
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#define SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
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{ \
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DECLARE_STATIC_PIXEL_SHADER( basename##_ps20b ); \
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SET_STATIC_PIXEL_SHADER( basename##_ps20b ); \
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} \
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else \
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{ \
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DECLARE_STATIC_PIXEL_SHADER( basename##_ps20 ); \
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SET_STATIC_PIXEL_SHADER( basename##_ps20 ); \
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}
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#define SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
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{ \
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DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
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SET_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
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} \
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else \
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{ \
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DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
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SET_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
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}
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//-----------------------------------------------------------------------------
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// Base class for shaders, contains helper methods.
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//-----------------------------------------------------------------------------
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class CBaseVSShader : public CBaseShader
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{
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public:
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// Loads bump lightmap coordinates into the pixel shader
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void LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg );
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// Loads bump lightmap coordinates into the vertex shader
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void LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg );
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// Pixel and vertex shader constants....
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void SetPixelShaderConstant( int pixelReg, int constantVar );
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// Pixel and vertex shader constants....
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void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar );
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// This version will put constantVar into x,y,z, and constantVar2 into the w
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void SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 );
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void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 );
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// Helpers for setting constants that need to be converted to linear space (from gamma space).
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void SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
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void SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
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void SetVertexShaderConstant( int vertexReg, int constantVar );
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// set rgb components of constant from a color parm and give an explicit w value
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void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue );
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// GR - fix for const/lerp issues
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void SetPixelShaderConstantFudge( int pixelReg, int constantVar );
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// Sets light direction for pixel shaders.
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void SetPixelShaderLightColors( int pixelReg );
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// Sets vertex shader texture transforms
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void SetVertexShaderTextureTranslation( int vertexReg, int translationVar );
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void SetVertexShaderTextureScale( int vertexReg, int scaleVar );
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void SetVertexShaderTextureTransform( int vertexReg, int transformVar );
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void SetVertexShaderTextureScaledTransform( int vertexReg,
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int transformVar, int scaleVar );
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// Set pixel shader texture transforms
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void SetPixelShaderTextureTranslation( int pixelReg, int translationVar );
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void SetPixelShaderTextureScale( int pixelReg, int scaleVar );
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void SetPixelShaderTextureTransform( int pixelReg, int transformVar );
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void SetPixelShaderTextureScaledTransform( int pixelReg,
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int transformVar, int scaleVar );
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// Moves a matrix into vertex shader constants
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void SetVertexShaderMatrix2x4( int vertexReg, int matrixVar );
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void SetVertexShaderMatrix3x4( int vertexReg, int matrixVar );
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void SetVertexShaderMatrix4x4( int vertexReg, int matrixVar );
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// Loads the view matrix into vertex shader constants
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void LoadViewMatrixIntoVertexShaderConstant( int vertexReg );
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// Loads the projection matrix into vertex shader constants
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void LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg );
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// Loads the model->view matrix into vertex shader constants
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void LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg );
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// Loads a scale/offset version of the viewport transform into the specified constant.
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void LoadViewportTransformScaledIntoVertexShaderConstant( int vertexReg );
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// Sets up ambient light cube...
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void SetAmbientCubeDynamicStateVertexShader( );
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float GetAmbientLightCubeLuminance( );
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// Helpers for dealing with envmaptint
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void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear = false );
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// Helper methods for pixel shader overbrighting
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void EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo );
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// Helper for dealing with modulation
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void SetModulationVertexShaderDynamicState();
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void SetModulationPixelShaderDynamicState( int modulationVar );
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void SetModulationPixelShaderDynamicState_LinearColorSpace( int modulationVar );
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void SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int modulationVar, float flScale );
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// Sets a color + alpha into shader constants
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void SetColorVertexShaderConstant( int nVertexReg, int colorVar, int alphaVar );
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void SetColorPixelShaderConstant( int nPixelReg, int colorVar, int alphaVar );
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#ifndef GAME_SHADER_DLL
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//
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// Standard shader passes!
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//
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void InitParamsUnlitGeneric_DX8(
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int baseTextureVar,
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int detailScaleVar,
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int envmapOptionalVar,
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int envmapVar,
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int envmapTintVar,
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int envmapMaskScaleVar,
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int nDetailBlendMode );
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void InitUnlitGeneric_DX8(
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int baseTextureVar,
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int detailVar,
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int envmapVar,
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int envmapMaskVar );
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// Dx8 Unlit Generic pass
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void VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar,
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int baseTextureTransformVar,
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int detailVar, int detailTransform, bool bDetailTransformIsScale,
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int envmapVar, int envMapFrameVar, int envmapMaskVar,
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int envmapMaskFrameVar, int envmapMaskScaleVar, int envmapTintVar,
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int alphaTestReferenceVar,
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int nDetailBlendModeVar,
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int nOutlineVar,
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int nOutlineColorVar,
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int nOutlineStartVar,
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int nOutlineEndVar,
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int nSeparateDetailUVsVar
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);
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// Helpers for drawing world bump mapped stuff.
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void DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar,
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int envMapVar, int envMapVarFrame,
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int envMapTintVar, int alphaVar,
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int envMapContrastVar, int envMapSaturationVar,
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int bumpTransformVar,
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bool bBlendSpecular, bool bNoWriteZ = false );
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void DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar,
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int bumpFrameVar, int envmapFrameVar,
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int envmapTintVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar,
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int bumpTransformVar, int fresnelReflectionVar,
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bool bBlend, bool bNoWriteZ = false );
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const char *UnlitGeneric_ComputeVertexShaderName( bool bMask,
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bool bEnvmap,
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bool bBaseTexture,
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bool bBaseAlphaEnvmapMask,
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bool bDetail,
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bool bVertexColor,
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bool bEnvmapCameraSpace,
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bool bEnvmapSphere );
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const char *UnlitGeneric_ComputePixelShaderName( bool bMask,
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bool bEnvmap,
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bool bBaseTexture,
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bool bBaseAlphaEnvmapMask,
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bool bDetail,
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bool bMultiplyDetail,
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bool bMaskBaseByDetailAlpha );
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void DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar, int frameVar, int colorVar, int alphaVar );
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void DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar, bool bMultiply, bool bSSBump );
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void DrawWorldBumpedSpecularLighting( int envmapMaskVar, int envmapMaskFrame,
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int bumpmapVar, int envmapVar,
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int bumpFrameVar, int envmapFrameVar,
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int envmapTintVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar,
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int bumpTransformVar, int fresnelReflectionVar,
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bool bBlend );
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void DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar,
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int baseTextureFrameVar,
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int baseTexture2Var, int baseTextureTransform2Var,
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int baseTextureFrame2Var, int colorVar, int alphaVar );
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void DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar, int baseTextureVar, int baseTextureTransformVar, int frameVar );
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void DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar, int bumpTransformVar,
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int baseTextureVar, int baseTextureTransformVar, int baseTextureFrameVar,
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int baseTexture2Var, int baseTextureTransform2Var, int baseTextureFrame2Var);
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void DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar,
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int bumpmapVar, int bumpFrameVar,
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int bumpTransformVar,
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int envmapMaskVar, int envmapMaskFrame,
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int envmapVar,
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int envmapFrameVar,
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int envmapTintVar, int colorVar, int alphaVar,
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int envmapContrastVar, int envmapSaturationVar, int frameVar, int fresnelReflectionVar,
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bool doBaseTexture2,
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int baseTexture2Var,
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int baseTextureTransform2Var,
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int baseTextureFrame2Var,
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bool bSSBump
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);
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// Sets up hw morphing state for the vertex shader
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void SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler );
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// Computes the shader index for vertex lit materials
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int ComputeVertexLitShaderIndex( bool bVertexLitGeneric, bool hasBump, bool hasEnvmap, bool hasVertexColor, bool bHasNormal ) const;
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// Helper for setting up flashlight constants
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void SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms );
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#if SUPPORT_DX8
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void DrawFlashlight_dx80( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bBump, int bumpmapVar, int bumpmapFrame, int bumpTransform, int flashlightTextureVar,
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int flashlightTextureFrameVar, bool bLightmappedGeneric, bool bWorldVertexTransition,
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int nWorldVertexTransitionPassID, int baseTexture2Var, int baseTexture2FrameVar,
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bool bTeeth=false, int nTeethForwardVar=0, int nTeethIllumFactorVar=0 );
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#endif
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struct DrawFlashlight_dx90_Vars_t
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{
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DrawFlashlight_dx90_Vars_t()
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{
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// set all ints to -1
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memset( this, 0xFF, sizeof(DrawFlashlight_dx90_Vars_t) );
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// set all bools to a default value.
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m_bBump = false;
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m_bLightmappedGeneric = false;
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m_bWorldVertexTransition = false;
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m_bTeeth = false;
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m_bSSBump = false;
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m_fSeamlessScale = 0.0;
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}
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bool m_bBump;
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bool m_bLightmappedGeneric;
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bool m_bWorldVertexTransition;
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bool m_bTeeth;
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int m_nBumpmapVar;
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int m_nBumpmapFrame;
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int m_nBumpTransform;
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int m_nFlashlightTextureVar;
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int m_nFlashlightTextureFrameVar;
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int m_nBaseTexture2Var;
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int m_nBaseTexture2FrameVar;
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int m_nBumpmap2Var;
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int m_nBumpmap2Frame;
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int m_nBump2Transform;
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int m_nDetailVar;
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int m_nDetailScale;
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int m_nDetailTextureCombineMode;
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int m_nDetailTextureBlendFactor;
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int m_nDetailTint;
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int m_nTeethForwardVar;
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int m_nTeethIllumFactorVar;
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int m_nAlphaTestReference;
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bool m_bSSBump;
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float m_fSeamlessScale; // 0.0 = not seamless
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};
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void DrawFlashlight_dx90( IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars );
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#endif // GAME_SHADER_DLL
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BlendType_t EvaluateBlendRequirements( int textureVar, bool isBaseTexture, int detailTextureVar = -1 );
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void HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV );
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//Alpha tested materials can end up leaving garbage in the dest alpha buffer if they write depth.
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//This pass fills in the areas that passed the alpha test with depth in dest alpha
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//by writing only equal depth pixels and only if we should be writing depth to dest alpha
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void DrawEqualDepthToDestAlpha( void );
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private:
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// Helper methods for VertexLitGenericPass
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// void UnlitGenericShadowState( int baseTextureVar, int detailVar, int envmapVar, int envmapMaskVar, bool doSkin );
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void UnlitGenericDynamicState( int baseTextureVar, int frameVar, int baseTextureTransformVar,
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int detailVar, int detailTransform, bool bDetailTransformIsScale, int envmapVar,
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int envMapFrameVar, int envmapMaskVar, int envmapMaskFrameVar,
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int envmapMaskScaleVar, int envmapTintVar );
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// Converts a color + alpha into a vector4
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void ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color );
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};
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FORCEINLINE void SetFlashLightColorFromState( FlashlightState_t const &state, IShaderDynamicAPI *pShaderAPI, int nPSRegister=28, bool bFlashlightNoLambert=false )
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{
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// Old code
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//float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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// Fix to old code to keep flashlight from ever getting brighter than 1.0
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//float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
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//if ( flToneMapScale < 1.0f )
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// flToneMapScale = 1.0f;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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// Force flashlight to 25% bright always
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float flFlashlightScale = 0.25f;
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if ( !g_pHardwareConfig->GetHDREnabled() )
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{
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// Non-HDR path requires 2.0 flashlight
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flFlashlightScale = 2.0f;
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}
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// DX10 requires some hackery due to sRGB/blend ordering change from DX9
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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{
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flFlashlightScale *= 2.5f; // Magic number that works well on the NVIDIA 8800
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}
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// Generate pixel shader constant
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float const *pFlashlightColor = state.m_Color;
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float vPsConst[4] = { flFlashlightScale * pFlashlightColor[0], flFlashlightScale * pFlashlightColor[1], flFlashlightScale * pFlashlightColor[2], pFlashlightColor[3] };
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vPsConst[3] = bFlashlightNoLambert ? 2.0f : 0.0f; // This will be added to N.L before saturate to force a 1.0 N.L term
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// Red flashlight for testing
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//vPsConst[0] = 0.5f; vPsConst[1] = 0.0f; vPsConst[2] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( nPSRegister, ( float * )vPsConst );
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}
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FORCEINLINE float ShadowAttenFromState( FlashlightState_t const &state )
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{
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// DX10 requires some hackery due to sRGB/blend ordering change from DX9, which makes the shadows too light
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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return state.m_flShadowAtten * 0.1f; // magic number
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return state.m_flShadowAtten;
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}
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FORCEINLINE float ShadowFilterFromState( FlashlightState_t const &state )
|
||
|
{
|
||
|
// We developed shadow maps at 1024, so we expect the penumbra size to have been tuned relative to that
|
||
|
return state.m_flShadowFilterSize / 1024.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
// convenient material variable access functions for helpers to use.
|
||
|
FORCEINLINE bool IsTextureSet( int nVar, IMaterialVar **params )
|
||
|
{
|
||
|
return ( nVar != -1 ) && ( params[nVar]->IsTexture() );
|
||
|
}
|
||
|
|
||
|
FORCEINLINE bool IsBoolSet( int nVar, IMaterialVar **params )
|
||
|
{
|
||
|
return ( nVar != -1 ) && ( params[nVar]->GetIntValue() );
|
||
|
}
|
||
|
|
||
|
FORCEINLINE int GetIntParam( int nVar, IMaterialVar **params, int nDefaultValue = 0 )
|
||
|
{
|
||
|
return ( nVar != -1 ) ? ( params[nVar]->GetIntValue() ) : nDefaultValue;
|
||
|
}
|
||
|
|
||
|
FORCEINLINE float GetFloatParam( int nVar, IMaterialVar **params, float flDefaultValue = 0.0 )
|
||
|
{
|
||
|
return ( nVar != -1 ) ? ( params[nVar]->GetFloatValue() ) : flDefaultValue;
|
||
|
}
|
||
|
|
||
|
FORCEINLINE void InitFloatParam( int nIndex, IMaterialVar **params, float flValue )
|
||
|
{
|
||
|
if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
|
||
|
{
|
||
|
params[nIndex]->SetFloatValue( flValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FORCEINLINE void InitIntParam( int nIndex, IMaterialVar **params, int nValue )
|
||
|
{
|
||
|
if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
|
||
|
{
|
||
|
params[nIndex]->SetIntValue( nValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
class ConVar;
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
extern ConVar mat_envmaptintoverride;
|
||
|
extern ConVar mat_envmaptintscale;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#endif // BASEVSSHADER_H
|