//===================== Copyright (c) Valve Corporation. All Rights Reserved. ====================== // // PS3 test shader // //================================================================================================== #include "BaseVSShader.h" #include "playstation_test_vs20.inc" #include "playstation_test_ps20.inc" #include "playstation_test_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( PS3TestShader, "PS3 Test Shader", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( TEST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Test texture to sample from." ) END_SHADER_PARAMS SHADER_FALLBACK { return 0; } SHADER_INIT { if( params[ TEST_TEXTURE ]->IsDefined() ) { LoadTexture( TEST_TEXTURE ); } } SHADER_DRAW { SHADOW_STATE { pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); DECLARE_STATIC_VERTEX_SHADER( playstation_test_vs20 ); SET_STATIC_VERTEX_SHADER( playstation_test_vs20 ); DECLARE_STATIC_PIXEL_SHADER( playstation_test_ps20b ); SET_STATIC_PIXEL_SHADER( playstation_test_ps20b ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableCulling( false ); } DYNAMIC_STATE { // Bind textures BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, TEST_TEXTURE ); DECLARE_DYNAMIC_VERTEX_SHADER( playstation_test_vs20 ); SET_DYNAMIC_VERTEX_SHADER( playstation_test_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( playstation_test_ps20b ); SET_DYNAMIC_PIXEL_SHADER( playstation_test_ps20b ); } Draw(); } END_SHADER