Пример #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()
	{
		VertexLitGeneric_DX9_Vars_t vars;
		SetupVars( vars );
		InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );

		// Cloak Pass
		if ( !params[CLOAKPASSENABLED]->IsDefined() )
		{
			params[CLOAKPASSENABLED]->SetIntValue( 0 );
		}
		else if ( params[CLOAKPASSENABLED]->GetIntValue() )
		{
			CloakBlendedPassVars_t info;
			SetupVarsCloakBlendedPass( info );
			InitParamsCloakBlendedPass( this, params, pMaterialName, info );
		}

		// Sheen Pass
		if ( !params[SHEENPASSENABLED]->IsDefined() )
		{
			params[SHEENPASSENABLED]->SetIntValue( 0 );
		}
		else if ( params[SHEENPASSENABLED]->GetIntValue() )
		{
			WeaponSheenPassVars_t info;
			SetupVarsWeaponSheenPass( info );
			InitParamsWeaponSheenPass( this, params, pMaterialName, info );
		}
		
		// Emissive Scroll Pass
		if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
		{
			params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
		}
		else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
		{
			EmissiveScrollBlendedPassVars_t info;
			SetupVarsEmissiveScrollBlendedPass( info );
			InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
		}

		// Flesh Interior Pass
		if ( !params[FLESHINTERIORENABLED]->IsDefined() )
		{
			params[FLESHINTERIORENABLED]->SetIntValue( 0 );
		}
		else if ( params[FLESHINTERIORENABLED]->GetIntValue() )
		{
			FleshInteriorBlendedPassVars_t info;
			SetupVarsFleshInteriorBlendedPass( info );
			InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info );
		}
	}
Пример #3
0
	SHADER_INIT_PARAMS()
	{
		VertexLitGeneric_DX9_Vars_t vars;
		SetupVars( vars );
		InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, false, vars, false );

		/*const bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled();
		if( bDeferredActive && params[DEFERRED]->GetIntValue() )
		{
			defParms_gBuffer parms_gbuffer;
			SetupParmsGBuffer( parms_gbuffer );
			InitParmsGBuffer( parms_gbuffer, this, params );
		}*/
	}
Пример #4
0
	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 );
		}
	}
	SHADER_INIT_PARAMS()
	{
		VortWarp_DX9_Vars_t vars;
		if( !params[BUMPMAP]->IsDefined() )
		{
			params[BUMPMAP]->SetStringValue( "dev/flat_normal" );
		}
		SetupVars( vars );
		if( !params[UNLIT]->IsDefined() )
		{
			params[UNLIT]->SetIntValue( 0 );
		}
		if( !params[SELFILLUMTINT]->IsDefined() )
		{
			params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
		}
		InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );
	}
Пример #6
0
	SHADER_INIT_PARAMS()
	{
		Eyes_DX8_DX9_Vars_t info;
		SetupVars( info );
		InitParamsEyes_DX8_DX9( this, params, pMaterialName, info );

		// Cloak Pass
		if ( !params[CLOAKPASSENABLED]->IsDefined() )
		{
			params[CLOAKPASSENABLED]->SetIntValue( 0 );
		}
		else if ( params[CLOAKPASSENABLED]->GetIntValue() )
		{
			CloakBlendedPassVars_t info;
			SetupVarsCloakBlendedPass( info );
			InitParamsCloakBlendedPass( this, params, pMaterialName, info );
		}
	}
Пример #7
0
	SHADER_INIT_PARAMS()
	{
		Cloak_DX9_Vars_t info;
		SetupVars( info );
		InitParamsCloak_DX9( this, params, pMaterialName, info );
	}
Пример #8
0
	SHADER_INIT_PARAMS()
	{
		Projected_DX9_Vars_t info;
		SetupVars( info );
		InitParamsProjected_DX9( this, params, pMaterialName, info );
	}
	SHADER_INIT_PARAMS()
	{
		VertexLitGeneric_DX9_Vars_t vars;
		SetupVars( vars );
		InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );
	}
	// 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()
	{
		WorldVertexTransition_DX6_Vars_t info;
		SetupVars( info );
		InitParamsWorldVertexTransition_DX6( params, info );
	}
	SHADER_INIT_PARAMS()
	{
		ParticleLitGeneric_DX9_Vars_t vars;
		SetupVars( vars );
//		InitParamsParticleLitGeneric_DX9( this, params, pMaterialName, vars );
	}
Пример #13
0
	SHADER_INIT_PARAMS()
	{
		SetupVars( s_info );
		InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
	}
Пример #14
0
	SHADER_INIT_PARAMS()
	{
		Multiblend_DX9_Vars_t info;
		SetupVars( info );
		InitParamsMultiblend_DX9( this, params, pMaterialName, info );
	}
	SHADER_INIT_PARAMS()
	{
		ExampleModel_DX9_Vars_t info;
		SetupVars( info );
		InitParamsExampleModel_DX9( this, params, pMaterialName, info );
	}