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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef WEAPON_SHEEN_PASS_HELPER_H
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#define WEAPON_SHEEN_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 WeaponSheenPassVars_t
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{
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WeaponSheenPassVars_t() { memset( this, 0xFF, sizeof(WeaponSheenPassVars_t) ); }
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int m_nSheenMap;
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int m_nSheenMapMask;
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int m_nSheenMapMaskFrame;
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int m_nSheenMapTint;
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int m_nSheenMapMaskScaleX;
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int m_nSheenMapMaskScaleY;
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int m_nSheenMapMaskOffsetX;
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int m_nSheenMapMaskOffsetY;
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int m_nSheenMapMaskDirection;
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int m_nSheenIndex;
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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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static const float kDefaultSheenColorTint[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
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void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info );
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void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info );
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void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression );
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bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info );
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#endif // WEAPON_SHEEN_PASS_HELPER_H
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