Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "morphweight_vs30.inc"
#include "morphweight_ps30.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//#define V1 1
DEFINE_FALLBACK_SHADER( MorphWeight, MorphWeight_DX9 )
BEGIN_VS_SHADER_FLAGS( MorphWeight_DX9, "Help for morphweight", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { return 0; }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
DECLARE_STATIC_VERTEX_SHADER( morphweight_vs30 ); SET_STATIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_STATIC_PIXEL_SHADER( morphweight_ps30 ); SET_STATIC_PIXEL_SHADER( morphweight_ps30 ); // Texcoord0 is the texcoord to write the weights into
// Texcoord1 contains the morph weights
int pTexCoord[2] = { 2, 4 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); SET_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); SET_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); } Draw(); } END_SHADER
|