// 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 ); }