Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "writez_vs20.inc"
#include "white_ps20.inc"
#include "white_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WriteStencil, WriteStencil_DX9 )
BEGIN_VS_SHADER_FLAGS( WriteStencil_DX9, "Help for WriteStencil", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "WriteStencil_DX8";
return 0; }
SHADER_INIT { }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableColorWrites( false ); //
pShaderShadow->EnableAlphaWrites( false ); // Write ONLY to stencil
pShaderShadow->EnableDepthWrites( false ); //
DECLARE_STATIC_VERTEX_SHADER( writez_vs20 ); SET_STATIC_VERTEX_SHADER( writez_vs20 );
// No pixel shader on Direct3D, doubles fill rate
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_STATIC_PIXEL_SHADER( white_ps20 ); SET_STATIC_PIXEL_SHADER( white_ps20 ); }
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );
// No pixel shader on Direct3D, doubles fill rate
if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() ) { DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 ); SET_DYNAMIC_PIXEL_SHADER( white_ps20 ); } } Draw(); } END_SHADER
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