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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/VertexTextureTest.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/VertexTextureTest.cpp')
| -rw-r--r-- | materialsystem/stdshaders/VertexTextureTest.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/VertexTextureTest.cpp b/materialsystem/stdshaders/VertexTextureTest.cpp new file mode 100644 index 0000000..5fc9afe --- /dev/null +++ b/materialsystem/stdshaders/VertexTextureTest.cpp @@ -0,0 +1,84 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//============================================================================= + +// don't merge into main!!!!!!!!!!!! +#if 0 +#include "BaseVSShader.h" +#include "vertextexturetest_vs30.inc" +#include "vertextexturetest_ps30.inc" + +BEGIN_VS_SHADER_FLAGS( VertexTextureTest, "Help for VertexTextureTest", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) + SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) + SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) + SHADER_PARAM( FRAME3, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 95 ) + { + Assert( 0 ); + return "Wireframe"; + } + + return 0; + } + + SHADER_INIT + { + LoadTexture( BASETEXTURE ); + LoadTexture( BASETEXTURE2 ); + LoadTexture( BASETEXTURE3 ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); + pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); + pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true ); + + unsigned int flags = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0, 0 ); + + pShaderShadow->SetMorphFormat( MORPH_POSITION | MORPH_NORMAL | MORPH_WRINKLE ); + + DECLARE_STATIC_VERTEX_SHADER( vertextexturetest_vs30 ); + SET_STATIC_VERTEX_SHADER( vertextexturetest_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( vertextexturetest_ps30 ); + SET_STATIC_PIXEL_SHADER( vertextexturetest_ps30 ); + + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); + BindTexture( SHADER_TEXTURE_STAGE1, BASETEXTURE2, FRAME2 ); + BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE3, FRAME3 ); + + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + + DECLARE_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 ); + SET_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); + SET_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 ); + } + Draw( ); + } +END_SHADER +#endif
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