void InitParmsGBuffer( const defParms_gBuffer &info, CBaseVSShader *pShader, IMaterialVar **params ) { if ( PARM_NO_DEFAULT( info.iAlphatestRef ) || PARM_VALID( info.iAlphatestRef ) && PARM_FLOAT( info.iAlphatestRef ) == 0.0f ) params[ info.iAlphatestRef ]->SetFloatValue( DEFAULT_ALPHATESTREF ); PARM_INIT_FLOAT( info.iPhongExp, DEFAULT_PHONG_EXP ); PARM_INIT_FLOAT( info.iPhongExp2, DEFAULT_PHONG_EXP ); }
void InitParmsComposite( const defParms_composite &info, CBaseVSShader *pShader, IMaterialVar **params ) { if ( PARM_NO_DEFAULT( info.iAlphatestRef ) || PARM_VALID( info.iAlphatestRef ) && PARM_FLOAT( info.iAlphatestRef ) == 0.0f ) params[ info.iAlphatestRef ]->SetFloatValue( DEFAULT_ALPHATESTREF ); PARM_INIT_FLOAT( info.iPhongScale, DEFAULT_PHONG_SCALE ); PARM_INIT_INT( info.iPhongFresnel, 0 ); PARM_INIT_FLOAT( info.iEnvmapContrast, 0.0f ); PARM_INIT_FLOAT( info.iEnvmapSaturation, 1.0f ); PARM_INIT_VEC3( info.iEnvmapTint, 1.0f, 1.0f, 1.0f ); PARM_INIT_INT( info.iEnvmapFresnel, 0 ); PARM_INIT_INT( info.iRimlightEnable, 0 ); PARM_INIT_FLOAT( info.iRimlightExponent, 4.0f ); PARM_INIT_FLOAT( info.iRimlightAlbedoScale, 0.0f ); PARM_INIT_VEC3( info.iRimlightTint, 1.0f, 1.0f, 1.0f ); PARM_INIT_INT( info.iRimlightModLight, 0 ); PARM_INIT_VEC3( info.iSelfIllumTint, 1.0f, 1.0f, 1.0f ); PARM_INIT_INT( info.iSelfIllumMaskInEnvmapAlpha, 0 ); PARM_INIT_INT( info.iSelfIllumFresnelModulate, 0 ); }
void InitParmsShadowPass( const defParms_shadow &info, CBaseVSShader *pShader, IMaterialVar **params ) { if ( PARM_NO_DEFAULT( info.iAlphatestRef ) || PARM_VALID( info.iAlphatestRef ) && PARM_FLOAT( info.iAlphatestRef ) == 0.0f ) params[ info.iAlphatestRef ]->SetFloatValue( DEFAULT_ALPHATESTREF ); }