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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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//=============================================================================
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#ifndef EYES_DX8_DX9_HELPER_H
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#define EYES_DX8_DX9_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 Eyes_DX8_DX9_Vars_t
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{
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Eyes_DX8_DX9_Vars_t() { memset( this, 0xFF, sizeof(Eyes_DX8_DX9_Vars_t) ); }
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int m_nBaseTexture;
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int m_nFrame;
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int m_nIris;
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int m_nIrisFrame;
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int m_nGlint;
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int m_nEyeOrigin;
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int m_nEyeUp;
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int m_nIrisU;
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int m_nIrisV;
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int m_nGlintU;
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int m_nGlintV;
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int m_nDilation;
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int m_nIntro;
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int m_nEntityOrigin;
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int m_nWarpParam;
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};
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void InitParamsEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Eyes_DX8_DX9_Vars_t &info );
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void InitEyes_DX8_DX9( CBaseVSShader *pShader, IMaterialVar** params, Eyes_DX8_DX9_Vars_t &info );
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void DrawEyes_DX8_DX9( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression );
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#endif // EYES_DX8_DX9_HELPER_H
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