//========= Copyright (c) Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================// #include "BaseVSShader.h" #include "writez_vs20.inc" #include "white_ps20.inc" #include "white_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX9 ) BEGIN_VS_SHADER_FLAGS( WriteZ_DX9, "Help for WriteZ", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { return 0; } SHADER_INIT { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableColorWrites( false ); pShaderShadow->EnableAlphaWrites( false ); DECLARE_STATIC_VERTEX_SHADER( writez_vs20 ); SET_STATIC_VERTEX_SHADER( writez_vs20 ); // No pixel shader on Direct3D, doubles fill rate if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_STATIC_PIXEL_SHADER( white_ps20 ); SET_STATIC_PIXEL_SHADER( white_ps20 ); } // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 ); // No pixel shader on Direct3D, doubles fill rate if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); } } Draw(); } void ExecuteFastPath( int *dynVSIdx, int *dynPSIdx, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled ) { DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 ); *dynVSIdx = _vshIndex.GetIndex(); // No pixel shader on Direct3D, doubles fill rate if ( IsOSXOpenGL() ) { DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); *dynPSIdx = _pshIndex.GetIndex(); } else { *dynPSIdx = 0; } } END_SHADER