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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Example shader that can be applied to models
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//
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//==================================================================================================
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#ifndef EXAMPLE_MODEL_DX9_HELPER_H
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#define EXAMPLE_MODEL_DX9_HELPER_H
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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 ExampleModel_DX9_Vars_t
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{
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ExampleModel_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
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int m_nBaseTexture;
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int m_nBaseTextureFrame;
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int m_nBaseTextureTransform;
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int m_nAlphaTestReference;
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int m_nFlashlightTexture;
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int m_nFlashlightTextureFrame;
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};
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void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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const char *pMaterialName, ExampleModel_DX9_Vars_t &info );
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void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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ExampleModel_DX9_Vars_t &info );
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void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow,
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ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr );
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#endif // EXAMPLE_MODEL_DX9_HELPER_H
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