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65 lines
1.5 KiB
65 lines
1.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "hsv_ps20.inc"
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#include "hsv_ps20b.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( HSV, "Help for HSV", 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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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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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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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( hsv_ps20b );
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SET_STATIC_PIXEL_SHADER( hsv_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( hsv_ps20 );
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SET_STATIC_PIXEL_SHADER( hsv_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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}
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Draw();
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}
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END_SHADER
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