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62 lines
1.3 KiB
62 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "writez.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX8 )
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BEGIN_VS_SHADER_FLAGS( Occlusion_DX8, "Help for Occlusion", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "Wireframe";
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}
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return 0;
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}
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SHADER_INIT
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{
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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writez_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "writez", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "white" );
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}
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DYNAMIC_STATE
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{
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writez_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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pShaderAPI->SetPixelShaderIndex( 0 );
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}
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Draw();
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}
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END_SHADER
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