//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "debugmrttexture_ps20.inc" #include "debugmrttexture_ps20b.inc" #include "debugmrttexture_vs20.inc" BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" ) END_SHADER_PARAMS SHADER_FALLBACK { // if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) // { // return "UnlitGeneric_DX8"; // } return 0; } SHADER_INIT_PARAMS() { } SHADER_INIT { LoadTexture( BASETEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 ); SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); } int numTexCoords = 2; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 ); SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); } } Draw(); } END_SHADER