LightState_t fix
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29985681a1
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@ -206,7 +206,7 @@ void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** param
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
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}
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}
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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bool bFlashlightShadows = false;
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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if( bHasFlashlight )
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{
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{
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@ -274,7 +274,7 @@ void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params,
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if ( bDrawFlashlightAdditivePass == true )
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if ( bDrawFlashlightAdditivePass == true )
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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if ( bDrawFlashlightAdditivePass == false )
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if ( bDrawFlashlightAdditivePass == false )
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{
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{
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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// Set Vertex Shader Combos
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// Set Vertex Shader Combos
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
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DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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}
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}
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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if( !hasFlashlight )
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if( !hasFlashlight )
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" )
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DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
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DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
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int numBones = pShaderAPI->GetCurrentNumBones();
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int numBones = pShaderAPI->GetCurrentNumBones();
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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if ( bVertexLit && !bFullBright )
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if ( bVertexLit && !bFullBright )
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{
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{
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
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}
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}
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}
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}
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LightState_t lightState = { 0, false, false };
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LightState_t lightState = LightState_t();
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bool bFlashlightShadows = false;
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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if( bHasFlashlight )
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{
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{
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@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
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// Set up light combo state
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// Set up light combo state
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LightState_t lightState = {0, false, false};
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LightState_t lightState = LightState_t();
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if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
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if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
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{
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{
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn
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}
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}
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// Set up light combo state
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// Set up light combo state
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LightState_t lightState = {0, false, false};
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LightState_t lightState = LightState_t();
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if ( bVertexLitGeneric && !hasFlashlight )
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if ( bVertexLitGeneric && !hasFlashlight )
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{
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{
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pShaderAPI->GetDX9LightState( &lightState );
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pShaderAPI->GetDX9LightState( &lightState );
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