//===== Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "debugmorphaccumulator_ps30.inc" #include "debugmorphaccumulator_vs30.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() ) { return "Wireframe"; } return 0; } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE ); DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } Draw( ); } END_SHADER