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 "shaderlib/cshader.h"
  9. // memdbgon must be the last include file in a .cpp file!!!
  10. #include "tier0/memdbgon.h"
  11. #ifdef _WIN32
  12. DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX6 )
  13. BEGIN_SHADER( Wireframe_DX6,
  14. "Help for Wireframe_DX6" )
  15. BEGIN_SHADER_PARAMS
  16. SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
  17. SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
  18. SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
  19. END_SHADER_PARAMS
  20. SHADER_INIT_PARAMS()
  21. {
  22. SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
  23. SET_FLAGS( MATERIAL_VAR_NOFOG );
  24. }
  25. SHADER_INIT
  26. {
  27. }
  28. SHADER_DRAW
  29. {
  30. SHADOW_STATE
  31. {
  32. pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
  33. SetModulationShadowState();
  34. SetDefaultBlendingShadowState();
  35. int flags = SHADER_DRAW_POSITION;
  36. if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) || IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) )
  37. {
  38. flags |= SHADER_DRAW_COLOR;
  39. }
  40. pShaderShadow->DrawFlags( flags );
  41. }
  42. DYNAMIC_STATE
  43. {
  44. SetModulationDynamicState();
  45. }
  46. Draw();
  47. }
  48. END_SHADER
  49. #endif