



//DECLARE THE STRUCT
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef struct vshader_s
{
vec4_t zcrap;
vec4_t zcrap1;
float depth_1;
float depth_2;
float depth_3;
float depth_4;
vec4_t zcrap3;
vec4_t zcrap4;
vec4_t zcrap5;
vec4_t zcrap6;
vec4_t zcrap7;
float a_r;
float a_g;
float a_b;
float a_a;
}
vshader_t;
vshader_t m_verTex;
//inside your SetVertexShaderConstantF()hook---
vshader_t *pv = (vshader_t*)pConstantData;
m_verTex = *pv;
//inside your DrawIndexedPrimitve()hook---
if(m_Stride==32)
{
m_verTex.depth_4 = 1.0f;
pDevice->SetVertexShaderConstantF(2,(CONST float *)&m_verTex,1);
SetModelColor(pDevice,7,0.3,0.3,0.3,7,0.3,0.3,0.3);
}