Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( YUV, "Help for YUV", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); }
SHADER_INIT { } SHADER_FALLBACK { // Requires DX8 + above
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
screenspaceeffect_Static_Index vshIndex; pShaderShadow->SetVertexShader( "ScreenSpaceEffect", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "YUV" ); }
DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, false, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
screenspaceeffect_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER
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