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84 lines
2.3 KiB
84 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//============================================================================= |
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// don't merge into main!!!!!!!!!!!! |
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#if 0 |
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#include "BaseVSShader.h" |
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#include "vertextexturetest_vs30.inc" |
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#include "vertextexturetest_ps30.inc" |
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BEGIN_VS_SHADER_FLAGS( VertexTextureTest, "Help for VertexTextureTest", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) |
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SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( FRAME3, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) |
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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 ( g_pHardwareConfig->GetDXSupportLevel() < 95 ) |
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{ |
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Assert( 0 ); |
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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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LoadTexture( BASETEXTURE ); |
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LoadTexture( BASETEXTURE2 ); |
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LoadTexture( BASETEXTURE3 ); |
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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->EnableTexture( SHADER_TEXTURE_STAGE0, true ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true ); |
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unsigned int flags = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0, 0 ); |
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pShaderShadow->SetMorphFormat( MORPH_POSITION | MORPH_NORMAL | MORPH_WRINKLE ); |
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DECLARE_STATIC_VERTEX_SHADER( vertextexturetest_vs30 ); |
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SET_STATIC_VERTEX_SHADER( vertextexturetest_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( vertextexturetest_ps30 ); |
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SET_STATIC_PIXEL_SHADER( vertextexturetest_ps30 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); |
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BindTexture( SHADER_TEXTURE_STAGE1, BASETEXTURE2, FRAME2 ); |
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BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE3, FRAME3 ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); |
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} |
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Draw( ); |
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} |
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END_SHADER |
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#endif
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