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89 lines
2.6 KiB
89 lines
2.6 KiB
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "debugdrawenvmapmask_vs20.inc"
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#include "debugdrawenvmapmask_ps20.inc"
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#include "debugdrawenvmapmask_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( DebugDrawEnvmapMask, "Help for DebugDrawEnvmapMask", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
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SET_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
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SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
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SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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int numBones = s_pShaderAPI->GetCurrentNumBones();
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DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
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bool bShowAlpha = params[SHOWALPHA]->GetIntValue() ? true : false;
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha );
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SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha );
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SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
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}
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, FRAME );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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}
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Draw();
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}
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END_SHADER
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