Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmrttexture_ps20.inc"
#include "debugmrttexture_ps20b.inc"
#include "debugmrttexture_vs20.inc"
BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" ) END_SHADER_PARAMS
SHADER_FALLBACK { // if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
// {
// return "UnlitGeneric_DX8";
// }
return 0; }
SHADER_INIT_PARAMS() { }
SHADER_INIT { LoadTexture( BASETEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 ); SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); }
int numTexCoords = 2; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 ); SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); } } Draw(); } END_SHADER
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