Beispiel #1
0
	// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
	SHADER_INIT_PARAMS()
	{
		SetupVars( s_info );
		InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );

		//SetupVarsFogOfWarBlendedPass( s_fowinfo );
		//InitParamsFogOfWarBlendedPass( this, params, pMaterialName, s_fowinfo );
	}
	SHADER_INIT_PARAMS()
	{
		SetupVars( s_info );
		InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );

		bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled();
		if( bDeferredActive )
		{
			defParms_gBuffer parms_gbuffer;
			SetupParmsGBuffer( parms_gbuffer );
			InitParmsGBuffer( parms_gbuffer, this, params );
		
			defParms_shadow parms_shadow;
			SetupParmsShadow( parms_shadow );
			InitParmsShadowPass( parms_shadow, this, params );
		}
	}
	// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
	SHADER_INIT_PARAMS()
	{
		LightmappedGeneric_DX9_Vars_t info;
		SetupVars( info );
		InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info );
	}
	SHADER_INIT_PARAMS()
	{
		SetupVars( s_info );
		InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
	}