Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright (c) Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//============================================================================//
#include "BaseVSShader.h"
#include "writez_vs20.inc"
#include "white_ps20.inc"
#include "white_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX9 )
BEGIN_VS_SHADER_FLAGS( WriteZ_DX9, "Help for WriteZ", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableColorWrites( false ); pShaderShadow->EnableAlphaWrites( false );
DECLARE_STATIC_VERTEX_SHADER( writez_vs20 ); SET_STATIC_VERTEX_SHADER( writez_vs20 );
// No pixel shader on Direct3D, doubles fill rate
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_STATIC_PIXEL_SHADER( white_ps20 ); SET_STATIC_PIXEL_SHADER( white_ps20 ); } // Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
// No pixel shader on Direct3D, doubles fill rate
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); } } Draw(); }
void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled ) { DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
*dynVSIdx = _vshIndex.GetIndex();
// No pixel shader on Direct3D, doubles fill rate
if ( IsOSXOpenGL() ) { DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); *dynPSIdx = _pshIndex.GetIndex(); } else { *dynPSIdx = 0; } }
END_SHADER
|