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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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#ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H
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#define WORLDVERTEXTRANSITION_DX8_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 WorldVertexTransitionEditor_DX8_Vars_t
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{
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WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); }
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int m_nBaseTextureVar;
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int m_nBaseTextureFrameVar;
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int m_nBaseTextureTransformVar;
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int m_nBaseTexture2Var;
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int m_nBaseTexture2FrameVar;
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int m_nBaseTexture2TransformVar;
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};
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void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
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void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
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void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info );
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#endif // WORLDVERTEXTRANSITION_DX8_HELPER_H
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