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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef CLOAK_BLENDED_PASS_HELPER_H
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#define CLOAK_BLENDED_PASS_HELPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <string.h>
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CBaseVSShader;
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class IMaterialVar;
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class IShaderDynamicAPI;
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class IShaderShadow;
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//-----------------------------------------------------------------------------
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// Init params/ init/ draw methods
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//-----------------------------------------------------------------------------
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struct CloakBlendedPassVars_t
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{
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CloakBlendedPassVars_t() { memset( this, 0xFF, sizeof(CloakBlendedPassVars_t) ); }
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int m_nCloakFactor;
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int m_nCloakColorTint;
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int m_nRefractAmount;
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int m_nBumpmap;
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int m_nBumpFrame;
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int m_nBumpTransform;
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};
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// Default values (Arrays should only be vec[4])
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static const float kDefaultCloakFactor = 0.0f;
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static const float kDefaultCloakColorTint[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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static const float kDefaultRefractAmount = 0.1f;
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void InitParamsCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CloakBlendedPassVars_t &info );
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void InitCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, CloakBlendedPassVars_t &info );
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void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression );
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bool CloakBlendedPassIsFullyOpaque ( IMaterialVar** params, CloakBlendedPassVars_t &info );
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#endif // CLOAK_BLENDED_PASS_HELPER_H
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