Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmorphaccumulator_ps30.inc"
#include "debugmorphaccumulator_vs30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() ) { return "Wireframe"; } return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( false );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } Draw( ); } END_SHADER
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