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path: root/materialsystem/stdshaders/writez_dx9.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#include "BaseVSShader.h"


#include "writez_vs20.inc"
#include "white_ps20.inc"
#include "white_ps20b.inc"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX9 )

BEGIN_VS_SHADER_FLAGS( WriteZ_DX9, "Help for WriteZ", SHADER_NOT_EDITABLE )

	BEGIN_SHADER_PARAMS
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
	}

	SHADER_FALLBACK
	{
		if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
			return "WriteZ_DX8";

		return 0;
	}

	SHADER_INIT
	{
	}

	SHADER_DRAW
	{
		SHADOW_STATE
		{
			pShaderShadow->EnableColorWrites( false );
			pShaderShadow->EnableAlphaWrites( false );

			DECLARE_STATIC_VERTEX_SHADER( writez_vs20 );
			SET_STATIC_VERTEX_SHADER( writez_vs20 );

			// No pixel shader on Direct3D, doubles fill rate
			if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
			{
				DECLARE_STATIC_PIXEL_SHADER( white_ps20 );
				SET_STATIC_PIXEL_SHADER( white_ps20 );
			}
			
			// Set stream format (note that this shader supports compression)
			unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
			int nTexCoordCount = 1;
			int userDataSize = 0;
			pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
		}
		DYNAMIC_STATE
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( writez_vs20 );

			// No pixel shader on Direct3D, doubles fill rate
			if ( g_pHardwareConfig->PlatformRequiresNonNullPixelShaders() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( white_ps20 );
				SET_DYNAMIC_PIXEL_SHADER( white_ps20 );
			}
		}
		Draw();
	}
END_SHADER