//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "shaderlib/cshader.h" #define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing. #ifdef USE_NEW_SHADER #include "debugtangentspace_vs11.inc" #include "debugtangentspace_vs20.inc" #include "unlitgeneric_notexture_ps11.inc" #include "unlitgeneric_notexture_ps20.inc" #include "unlitgeneric_notexture_ps20b.inc" #else #include "debugtangentspace.inc" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" ) 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_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_INIT { } SHADER_DRAW { if (g_pHardwareConfig->SupportsVertexAndPixelShaders()) { SHADOW_STATE { // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 0; int userDataSize = 4; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); #ifdef USE_NEW_SHADER if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 ); SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 ); SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 ); DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); } #else debugtangentspace_Static_Index vshIndex; pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" ); #endif } DYNAMIC_STATE { #ifdef USE_NEW_SHADER if( g_pHardwareConfig->GetDXSupportLevel() >= 90 ) { DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 ); } } else // legacy hardware { DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 ); DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 ); } #else debugtangentspace_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); #endif } Draw(); } } END_SHADER