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72 lines
1.7 KiB
72 lines
1.7 KiB
//===== Copyright (c) 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "debugmorphaccumulator_ps30.inc"
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#include "debugmorphaccumulator_vs30.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() )
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{
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return "Wireframe";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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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->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBWrite( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
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SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
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SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE );
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DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
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}
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Draw( );
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}
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END_SHADER
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