Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

72 lines
1.7 KiB

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