Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "morphweight_vs30.inc"
#include "morphweight_ps30.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define V1 1
DEFINE_FALLBACK_SHADER( MorphWeight, MorphWeight_DX9 )
BEGIN_VS_SHADER_FLAGS( MorphWeight_DX9, "Help for morphweight", 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 { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED, false );
DECLARE_STATIC_VERTEX_SHADER( morphweight_vs30 ); SET_STATIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_STATIC_PIXEL_SHADER( morphweight_ps30 ); SET_STATIC_PIXEL_SHADER( morphweight_ps30 ); // Texcoord0 is the texcoord to write the weights into
// Texcoord1 contains the morph weights
int pTexCoord[2] = { 2, 4 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); SET_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); SET_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); } Draw(); } END_SHADER
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