Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "sfm_screenspace_vs30.inc"
#include "sfm_shape_ps30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( sfm_shape_shader, "Help for SFM shape", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT
{
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
}
SHADER_FALLBACK
{
// Requires 30 shaders
if ( g_pHardwareConfig->GetDXSupportLevel() < 95 )
{
Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableBlending( false );
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // TODO: remove tex coords
DECLARE_STATIC_VERTEX_SHADER( sfm_screenspace_vs30 );
SET_STATIC_VERTEX_SHADER( sfm_screenspace_vs30 );
DECLARE_STATIC_PIXEL_SHADER( sfm_shape_ps30 );
SET_STATIC_PIXEL_SHADER( sfm_shape_ps30 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, BASETEXTURE, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( sfm_screenspace_vs30 );
SET_DYNAMIC_VERTEX_SHADER( sfm_screenspace_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sfm_shape_ps30 );
SET_DYNAMIC_PIXEL_SHADER( sfm_shape_ps30 );
// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
pShaderAPI->SetScreenSizeForVPOS();
}
Draw();
}
END_SHADER