Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $Header: $
  6. // $NoKeywords: $
  7. //===========================================================================//
  8. #include "BaseVSShader.h"
  9. #include "debugmorphaccumulator_ps30.inc"
  10. #include "debugmorphaccumulator_vs30.inc"
  11. BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE )
  12. BEGIN_SHADER_PARAMS
  13. END_SHADER_PARAMS
  14. SHADER_INIT_PARAMS()
  15. {
  16. }
  17. SHADER_FALLBACK
  18. {
  19. return 0;
  20. }
  21. SHADER_INIT
  22. {
  23. LoadTexture( BASETEXTURE );
  24. }
  25. SHADER_DRAW
  26. {
  27. SHADOW_STATE
  28. {
  29. pShaderShadow->EnableDepthTest( false );
  30. pShaderShadow->EnableDepthWrites( false );
  31. pShaderShadow->EnableCulling( false );
  32. pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
  33. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  34. pShaderShadow->EnableSRGBWrite( false );
  35. pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
  36. DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
  37. SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
  38. DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
  39. SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
  40. }
  41. DYNAMIC_STATE
  42. {
  43. BindTexture( SHADER_SAMPLER0, BASETEXTURE );
  44. DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
  45. SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
  46. DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
  47. SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
  48. }
  49. Draw( );
  50. }
  51. END_SHADER