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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================
// don't merge into main!!!!!!!!!!!!
#if 0
#include "BaseVSShader.h"
#include "vertextexturetest_vs30.inc"
#include "vertextexturetest_ps30.inc"
BEGIN_VS_SHADER_FLAGS( VertexTextureTest, "Help for VertexTextureTest", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( FRAME3, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 95 ) { Assert( 0 ); return "Wireframe"; }
return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE ); LoadTexture( BASETEXTURE2 ); LoadTexture( BASETEXTURE3 ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
unsigned int flags = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0, 0 );
pShaderShadow->SetMorphFormat( MORPH_POSITION | MORPH_NORMAL | MORPH_WRINKLE );
DECLARE_STATIC_VERTEX_SHADER( vertextexturetest_vs30 ); SET_STATIC_VERTEX_SHADER( vertextexturetest_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vertextexturetest_ps30 ); SET_STATIC_PIXEL_SHADER( vertextexturetest_ps30 );
FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); BindTexture( SHADER_TEXTURE_STAGE1, BASETEXTURE2, FRAME2 ); BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE3, FRAME3 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
DECLARE_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 ); SET_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); SET_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); } Draw( ); } END_SHADER #endif
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