Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Clears color/depth, but obeys stencil while doing so
//
//=============================================================================//
#include "BaseVSShader.h"
#include "BufferClearObeyStencil_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX8 )
BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX8, "", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" ) SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "BufferClearObeyStencil_DX6"; } return 0; }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0; pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0; pShaderShadow->EnableColorWrites( bEnableColorWrites ); pShaderShadow->EnableAlphaWrites( bEnableColorWrites );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, 0, 0 );
bufferclearobeystencil_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "BufferClearObeyStencil_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "BufferClearObeyStencil_ps11", 0 ); }
DYNAMIC_STATE { pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); }
Draw( ); }
END_SHADER
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