//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "morphweight_vs30.inc" #include "morphweight_ps30.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //#define V1 1 DEFINE_FALLBACK_SHADER( MorphWeight, MorphWeight_DX9 ) BEGIN_VS_SHADER_FLAGS( MorphWeight_DX9, "Help for morphweight", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { return 0; } SHADER_INIT { } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableCulling( false ); pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); DECLARE_STATIC_VERTEX_SHADER( morphweight_vs30 ); SET_STATIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_STATIC_PIXEL_SHADER( morphweight_ps30 ); SET_STATIC_PIXEL_SHADER( morphweight_ps30 ); // Texcoord0 is the texcoord to write the weights into // Texcoord1 contains the morph weights int pTexCoord[2] = { 2, 4 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); SET_DYNAMIC_VERTEX_SHADER( morphweight_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); SET_DYNAMIC_PIXEL_SHADER( morphweight_ps30 ); } Draw(); } END_SHADER