Team Fortress 2 Source Code as on 22/4/2020
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "shaderlib/CShader.h"
#include "debugluxel_ps20b.inc"
#include "debugluxel_ps20.inc"
#include "debugluxel_vs20.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER_FLAGS( DebugLuxels, "Help for DebugLuxels", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( NOSCALE, SHADER_PARAM_TYPE_BOOL, "0", "fixme" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
DECLARE_STATIC_VERTEX_SHADER( debugluxel_vs20 ); SET_STATIC_VERTEX_SHADER( debugluxel_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20b ); SET_STATIC_PIXEL_SHADER( debugluxel_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugluxel_ps20 ); SET_STATIC_PIXEL_SHADER( debugluxel_ps20 ); }
SetDefaultBlendingShadowState( BASETEXTURE ); DisableFog(); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, NULL, 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
int texCoordScaleX = 1, texCoordScaleY = 1; if (!params[NOSCALE]->GetIntValue()) { pShaderAPI->GetLightmapDimensions( &texCoordScaleX, &texCoordScaleY ); }
DECLARE_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 ); SET_DYNAMIC_VERTEX_SHADER( debugluxel_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 ); SET_DYNAMIC_PIXEL_SHADER( debugluxel_ps20 ); }
//texture scale transform
Vector4D transformation[2]; transformation[0].Init( texCoordScaleX, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, texCoordScaleY, 0.0f, 0.0f ); s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); } Draw(); } END_SHADER
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