Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "writez.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX8 )
BEGIN_VS_SHADER_FLAGS( WriteZ_DX8, "Help for WriteZ", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "WriteZ_DX6";
return 0; }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableColorWrites( false ); pShaderShadow->EnableAlphaWrites( false ); writez_Static_Index vshIndex; pShaderShadow->SetVertexShader( "writez", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "white" ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); } DYNAMIC_STATE { writez_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER
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