//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "gamecontrols_vs20.inc" #include "gamecontrols_ps20.inc" BEGIN_VS_SHADER_FLAGS( GAMECONTROLS, "Help for Game Controls", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS( MATERIAL_VAR_NOCULL ); SET_FLAGS( MATERIAL_VAR_IGNOREZ ); } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int nTexCoordDimensions = 3; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, &nTexCoordDimensions, 0 ); EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); DECLARE_STATIC_VERTEX_SHADER( gamecontrols_vs20 ); SET_STATIC_VERTEX_SHADER( gamecontrols_vs20 ); DECLARE_STATIC_PIXEL_SHADER( gamecontrols_ps20 ); SET_STATIC_PIXEL_SHADER( gamecontrols_ps20 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE ); DECLARE_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 ); SET_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 ); SET_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 ); } Draw(); } END_SHADER