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
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX6 )
BEGIN_SHADER_FLAGS( BufferClearObeyStencil_DX6, "Help for BufferClearObeyStencil_DX6", 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_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->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
DisableFog(); } DYNAMIC_STATE { } Draw( ); } END_SHADER
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