//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "BaseVSShader.h" #include "debugdrawenvmapmask_vs20.inc" #include "debugdrawenvmapmask_ps20.inc" #include "debugdrawenvmapmask_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( DebugDrawEnvmapMask, "Help for DebugDrawEnvmapMask", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { } SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { // Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); SET_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); } } DYNAMIC_STATE { int numBones = s_pShaderAPI->GetCurrentNumBones(); DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 ); bool bShowAlpha = params[SHOWALPHA]->GetIntValue() ? true : false; if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha ); SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha ); SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 ); } BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } Draw(); } END_SHADER