//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Clears color/depth, but obeys stencil while doing so // //=============================================================================// #include "BaseVSShader.h" #include "BufferClearObeyStencil_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX8 ) BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX8, "", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" ) SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "BufferClearObeyStencil_DX6"; } return 0; } SHADER_INIT { } SHADER_DRAW { SHADOW_STATE { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS ); bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0; pShaderShadow->EnableDepthWrites( bEnableDepthWrites ); bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0; pShaderShadow->EnableColorWrites( bEnableColorWrites ); pShaderShadow->EnableAlphaWrites( bEnableColorWrites ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, 0, 0 ); bufferclearobeystencil_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "BufferClearObeyStencil_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "BufferClearObeyStencil_ps11", 0 ); } DYNAMIC_STATE { pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); } Draw( ); } END_SHADER