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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/writez_dx8.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/writez_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/writez_dx8.cpp | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/writez_dx8.cpp b/materialsystem/stdshaders/writez_dx8.cpp new file mode 100644 index 0000000..0262ea5 --- /dev/null +++ b/materialsystem/stdshaders/writez_dx8.cpp @@ -0,0 +1,60 @@ +//========= 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( WriteZ, WriteZ_DX8 ) + +BEGIN_VS_SHADER_FLAGS( WriteZ_DX8, "Help for WriteZ", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) + return "WriteZ_DX6"; + + return 0; + } + + SHADER_INIT + { + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableColorWrites( false ); + pShaderShadow->EnableAlphaWrites( false ); + + writez_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "writez", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "white" ); + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); + } + DYNAMIC_STATE + { + writez_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + Draw(); + } +END_SHADER + |