Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef _WIN32
DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX6 ) BEGIN_SHADER( Wireframe_DX6, "Help for Wireframe_DX6" )
BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS( MATERIAL_VAR_NOFOG ); }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
SetModulationShadowState(); SetDefaultBlendingShadowState();
int flags = SHADER_DRAW_POSITION; if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) || IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ) { flags |= SHADER_DRAW_COLOR; } pShaderShadow->DrawFlags( flags ); } DYNAMIC_STATE { SetModulationDynamicState(); } Draw(); } END_SHADER #endif
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