// 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 ); } }
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 ); }*/ }
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 ); }
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 ); } }
SHADER_INIT_PARAMS() { Cloak_DX9_Vars_t info; SetupVars( info ); InitParamsCloak_DX9( this, params, pMaterialName, info ); }
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 ); }
SHADER_INIT_PARAMS() { SetupVars( s_info ); InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info ); }
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 ); }