Counter Strike : Global Offensive Source Code
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
//
// PS3 test shader
//
//==================================================================================================
#include "BaseVSShader.h"
#include "playstation_test_vs20.inc"
#include "playstation_test_ps20.inc"
#include "playstation_test_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( PS3TestShader, "PS3 Test Shader", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( TEST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Test texture to sample from." ) END_SHADER_PARAMS
SHADER_FALLBACK { return 0; }
SHADER_INIT { if( params[ TEST_TEXTURE ]->IsDefined() ) { LoadTexture( TEST_TEXTURE ); } }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
DECLARE_STATIC_VERTEX_SHADER( playstation_test_vs20 ); SET_STATIC_VERTEX_SHADER( playstation_test_vs20 ); DECLARE_STATIC_PIXEL_SHADER( playstation_test_ps20b ); SET_STATIC_PIXEL_SHADER( playstation_test_ps20b );
pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableCulling( false ); }
DYNAMIC_STATE { // Bind textures
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, TEST_TEXTURE );
DECLARE_DYNAMIC_VERTEX_SHADER( playstation_test_vs20 ); SET_DYNAMIC_VERTEX_SHADER( playstation_test_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( playstation_test_ps20b ); SET_DYNAMIC_PIXEL_SHADER( playstation_test_ps20b ); }
Draw(); } END_SHADER
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