//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "debugmorphaccumulator_ps30.inc" #include "debugmorphaccumulator_vs30.inc" BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { return 0; } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE ); DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 ); } Draw( ); } END_SHADER