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64 lines
1.5 KiB
64 lines
1.5 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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#include "BaseVSShader.h" |
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#include "debugmorphaccumulator_ps30.inc" |
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#include "debugmorphaccumulator_vs30.inc" |
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BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", 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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LoadTexture( BASETEXTURE ); |
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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->EnableCulling( false ); |
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pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBWrite( false ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); |
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DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); |
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SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); |
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SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); |
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} |
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Draw( ); |
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} |
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END_SHADER
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