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