diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp index 448aaf1d..3e0d1733 100644 --- a/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_helper.cpp @@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); // Set Vertex Shader Combos - LightState_t lightState = { 0, false, false }; + LightState_t lightState = { 0, false, false, false }; pShaderAPI->GetDX9LightState( &lightState ); DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); diff --git a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp index 7ec4ce3a..80984bbf 100644 --- a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp +++ b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp @@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); } - LightState_t lightState = { 0, false, false }; + LightState_t lightState = { 0, false, false, false }; if( !hasFlashlight ) pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/pyro_vision.cpp b/materialsystem/stdshaders/pyro_vision.cpp index 9c861c75..34e83be8 100644 --- a/materialsystem/stdshaders/pyro_vision.cpp +++ b/materialsystem/stdshaders/pyro_vision.cpp @@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" ) DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() ); int numBones = pShaderAPI->GetCurrentNumBones(); - LightState_t lightState = { 0, false, false }; + LightState_t lightState = { 0, false, false, false }; if ( bVertexLit && !bFullBright ) { pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/skin_dx9_helper.cpp b/materialsystem/stdshaders/skin_dx9_helper.cpp index 1e2d30f3..7f514235 100644 --- a/materialsystem/stdshaders/skin_dx9_helper.cpp +++ b/materialsystem/stdshaders/skin_dx9_helper.cpp @@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad } } - LightState_t lightState = { 0, false, false }; + LightState_t lightState = { 0, false, false, false }; bool bFlashlightShadows = false; if( bHasFlashlight ) { diff --git a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp index e08cc497..c4bd6729 100644 --- a/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp +++ b/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp @@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial // Set up light combo state - LightState_t lightState = {0, false, false}; + LightState_t lightState = {0, false, false, false}; if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) ) { pShaderAPI->GetDX9LightState( &lightState ); diff --git a/materialsystem/stdshaders/vortwarp_dx9.cpp b/materialsystem/stdshaders/vortwarp_dx9.cpp index 7c133f6f..091a44fe 100644 --- a/materialsystem/stdshaders/vortwarp_dx9.cpp +++ b/materialsystem/stdshaders/vortwarp_dx9.cpp @@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn } // Set up light combo state - LightState_t lightState = {0, false, false}; + LightState_t lightState = {0, false, false, false}; if ( bVertexLitGeneric && !hasFlashlight ) { pShaderAPI->GetDX9LightState( &lightState );