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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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//=============================================================================//
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#include "shaderlib/cshader.h"
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#include "worldvertextransition_dx6_helper.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX6 )
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BEGIN_SHADER( WorldVertexTransition_DX6,
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"Help for WorldVertexTransition_dx6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" )
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END_SHADER_PARAMS
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void SetupVars( WorldVertexTransition_DX6_Vars_t& info )
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{
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info.m_nBaseTextureVar = BASETEXTURE;
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info.m_nBaseTextureFrameVar = FRAME;
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info.m_nBaseTexture2Var = BASETEXTURE2;
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info.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
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}
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SHADER_INIT_PARAMS()
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{
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WorldVertexTransition_DX6_Vars_t info;
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SetupVars( info );
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InitParamsWorldVertexTransition_DX6( params, info );
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}
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SHADER_INIT
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{
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WorldVertexTransition_DX6_Vars_t info;
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SetupVars( info );
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InitWorldVertexTransition_DX6( this, params, info );
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}
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SHADER_DRAW
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{
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WorldVertexTransition_DX6_Vars_t info;
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SetupVars( info );
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DrawWorldVertexTransition_DX6( this, params, pShaderAPI, pShaderShadow, info );
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}
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END_SHADER
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