//===== 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