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73 lines
1.6 KiB
73 lines
1.6 KiB
5 years ago
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//========= 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 "morphweight_vs30.inc"
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#include "morphweight_ps30.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 V1 1
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DEFINE_FALLBACK_SHADER( MorphWeight, MorphWeight_DX9 )
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BEGIN_VS_SHADER_FLAGS( MorphWeight_DX9, "Help for morphweight", 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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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->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
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DECLARE_STATIC_VERTEX_SHADER( morphweight_vs30 );
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SET_STATIC_VERTEX_SHADER( morphweight_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( morphweight_ps30 );
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SET_STATIC_PIXEL_SHADER( morphweight_ps30 );
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// Texcoord0 is the texcoord to write the weights into
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// Texcoord1 contains the morph weights
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int pTexCoord[2] = { 2, 4 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 );
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( morphweight_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( morphweight_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( morphweight_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( morphweight_ps30 );
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}
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Draw();
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}
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END_SHADER
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