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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
#ifdef USE_NEW_SHADER
#include "debugtangentspace_vs11.inc"
#include "debugtangentspace_vs20.inc"
#include "unlitgeneric_notexture_ps11.inc"
#include "unlitgeneric_notexture_ps20.inc"
#include "unlitgeneric_notexture_ps20b.inc"
#else
#include "debugtangentspace.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_INIT { }
SHADER_DRAW { if (g_pHardwareConfig->SupportsVertexAndPixelShaders()) { SHADOW_STATE { // Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 0; int userDataSize = 4; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 ); SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 ); SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); } #else
debugtangentspace_Static_Index vshIndex; pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" ); #endif
} DYNAMIC_STATE {
#ifdef USE_NEW_SHADER
if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); } } else // legacy hardware
{ DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); } #else
debugtangentspace_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); #endif
} Draw(); } } END_SHADER
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