Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "sfm_screenspace_vs30.inc"
#include "sfm_shape_ps30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( sfm_shape_shader, "Help for SFM shape", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } }
SHADER_FALLBACK { // Requires 30 shaders
if ( g_pHardwareConfig->GetDXSupportLevel() < 95 ) { Assert( 0 ); return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // TODO: remove tex coords
DECLARE_STATIC_VERTEX_SHADER( sfm_screenspace_vs30 ); SET_STATIC_VERTEX_SHADER( sfm_screenspace_vs30 );
DECLARE_STATIC_PIXEL_SHADER( sfm_shape_ps30 ); SET_STATIC_PIXEL_SHADER( sfm_shape_ps30 ); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( sfm_screenspace_vs30 ); SET_DYNAMIC_VERTEX_SHADER( sfm_screenspace_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sfm_shape_ps30 ); SET_DYNAMIC_PIXEL_SHADER( sfm_shape_ps30 );
// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
pShaderAPI->SetScreenSizeForVPOS(); } Draw(); } END_SHADER
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