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 "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