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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "BaseVSShader.h"
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#include "vertexlitgeneric_dx9_helper.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX9 )
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BEGIN_VS_SHADER( Wireframe_DX9,
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"Help for Wireframe_DX9" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" )
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SHADER_PARAM( DISPLACEMENTWRINKLE, SHADER_PARAM_TYPE_BOOL, "0", "Displacement map contains wrinkle displacements")
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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VertexLitGeneric_DX9_Vars_t vars;
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vars.m_nDisplacementMap = DISPLACEMENTMAP;
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vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE;
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InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, false, vars );
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS( MATERIAL_VAR_NOFOG );
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SET_FLAGS( MATERIAL_VAR_WIREFRAME );
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}
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SHADER_INIT
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{
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VertexLitGeneric_DX9_Vars_t vars;
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vars.m_nDisplacementMap = DISPLACEMENTMAP;
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vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE;
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InitVertexLitGeneric_DX9( this, params, false, vars );
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}
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SHADER_DRAW
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{
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VertexLitGeneric_DX9_Vars_t vars;
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vars.m_nDisplacementMap = DISPLACEMENTMAP;
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vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE;
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DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, false, vars, vertexCompression, pContextDataPtr );
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}
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END_SHADER
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