Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "gamecontrols_vs20.inc"
#include "gamecontrols_ps20.inc"
BEGIN_VS_SHADER_FLAGS( GAMECONTROLS, "Help for Game Controls", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS( MATERIAL_VAR_NOCULL ); SET_FLAGS( MATERIAL_VAR_IGNOREZ ); }
SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int nTexCoordDimensions = 3; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, &nTexCoordDimensions, 0 ); EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
DECLARE_STATIC_VERTEX_SHADER( gamecontrols_vs20 ); SET_STATIC_VERTEX_SHADER( gamecontrols_vs20 );
DECLARE_STATIC_PIXEL_SHADER( gamecontrols_ps20 ); SET_STATIC_PIXEL_SHADER( gamecontrols_ps20 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE );
DECLARE_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 ); SET_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 ); SET_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 ); } Draw(); } END_SHADER
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