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-rw-r--r--materialsystem/stdshaders/writez_dx8.cpp60
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
+