//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader ) { float t = pShaderAPI->CurrentTime(); for( int i = 0; i < meshBuilder.NumVertices(); i++ ) { const float *pPos = meshBuilder.Position(); meshBuilder.Position3f( pPos[0], pPos[1], pPos[2] + 10.0f * sin( t + pPos[0] ) ); meshBuilder.AdvanceVertex(); } } FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader ); BEGIN_SHADER_FLAGS( DebugSoftwareVertexShader, "blah", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) END_SHADER_PARAMS SHADER_INIT { if( g_pHardwareConfig->SupportsVertexAndPixelShaders() ) { USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader ); } else { USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader ); } } SHADER_DRAW { SHADOW_STATE { } DYNAMIC_STATE { } Draw(); } END_SHADER