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