Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "BaseVSShader.h"
#include "debugdrawenvmapmask_vs20.inc"
#include "debugdrawenvmapmask_ps20.inc"
#include "debugdrawenvmapmask_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( DebugDrawEnvmapMask, "Help for DebugDrawEnvmapMask", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { }
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { // Assert( 0 );
return "Wireframe"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); SET_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); } } DYNAMIC_STATE { int numBones = s_pShaderAPI->GetCurrentNumBones();
DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
bool bShowAlpha = params[SHOWALPHA]->GetIntValue() ? true : false; if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha ); SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha ); SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); }
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } Draw(); } END_SHADER
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