text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //=============================================================================
  
  #ifndef WORLDVERTEXTRANSITION_DX8_HELPER_H
  #define WORLDVERTEXTRANSITION_DX8_HELPER_H
  
  #include <string.h>
  
  
  //-----------------------------------------------------------------------------
  // Forward declarations
  //-----------------------------------------------------------------------------
  class CBaseVSShader;
  class IMaterialVar;
  class IShaderDynamicAPI;
  class IShaderShadow;
  
  
  //-----------------------------------------------------------------------------
  // Init params/ init/ draw methods
  //-----------------------------------------------------------------------------
  struct WorldVertexTransitionEditor_DX8_Vars_t
  {
  	WorldVertexTransitionEditor_DX8_Vars_t() { memset( this, 0xFF, sizeof(WorldVertexTransitionEditor_DX8_Vars_t) ); }
  
  	int m_nBaseTextureVar;
  	int m_nBaseTextureFrameVar;
  	int m_nBaseTextureTransformVar;
  	int m_nBaseTexture2Var;
  	int m_nBaseTexture2FrameVar;
  	int m_nBaseTexture2TransformVar;
  };
  
  void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
  void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info );
  void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, 
  	IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info );
  
  
  #endif // WORLDVERTEXTRANSITION_DX8_HELPER_H