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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Clears color/depth, but obeys stencil while doing so
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( BufferClearObeyStencil, BufferClearObeyStencil_DX6 )
BEGIN_SHADER_FLAGS( BufferClearObeyStencil_DX6, "Help for BufferClearObeyStencil_DX6", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
pShaderShadow->EnableColorWrites( bEnableColorWrites );
pShaderShadow->EnableAlphaWrites( bEnableColorWrites );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
DisableFog();
}
DYNAMIC_STATE
{
}
Draw( );
}
END_SHADER
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