//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "writez.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX8 ) BEGIN_VS_SHADER_FLAGS( Occlusion_DX8, "Help for Occlusion", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Wireframe"; } return 0; } SHADER_INIT { } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableColorWrites( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); writez_Static_Index vshIndex; pShaderShadow->SetVertexShader( "writez", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "white" ); } DYNAMIC_STATE { writez_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); pShaderAPI->SetPixelShaderIndex( 0 ); } Draw(); } END_SHADER