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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/wireframe.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/wireframe.cpp')
-rw-r--r--materialsystem/wireframe.cpp58
1 files changed, 58 insertions, 0 deletions
diff --git a/materialsystem/wireframe.cpp b/materialsystem/wireframe.cpp
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+++ b/materialsystem/wireframe.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#ifdef _WIN32
+DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX6 )
+BEGIN_SHADER( Wireframe_DX6,
+ "Help for Wireframe_DX6" )
+
+ 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 )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ SET_FLAGS( MATERIAL_VAR_NOFOG );
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
+
+ SetModulationShadowState();
+ SetDefaultBlendingShadowState();
+
+ int flags = SHADER_DRAW_POSITION;
+ if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) || IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) )
+ {
+ flags |= SHADER_DRAW_COLOR;
+ }
+ pShaderShadow->DrawFlags( flags );
+ }
+ DYNAMIC_STATE
+ {
+ SetModulationDynamicState();
+ }
+ Draw();
+ }
+END_SHADER
+#endif