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path: root/mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp
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Diffstat (limited to 'mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp94
1 files changed, 94 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp b/mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp
new file mode 100644
index 00000000..9f3c34bf
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/DebugDrawEnvmapMask.cpp
@@ -0,0 +1,94 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "debugdrawenvmapmask_vs20.inc"
+#include "debugdrawenvmapmask_ps20.inc"
+#include "debugdrawenvmapmask_ps20b.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_VS_SHADER_FLAGS( DebugDrawEnvmapMask, "Help for DebugDrawEnvmapMask", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( SHOWALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+// Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // 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 );
+
+ DECLARE_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
+ SET_STATIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
+ SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
+ SET_STATIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
+ }
+ }
+ DYNAMIC_STATE
+ {
+ int numBones = s_pShaderAPI->GetCurrentNumBones();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( debugdrawenvmapmask_vs20 );
+
+ bool bShowAlpha = params[SHOWALPHA]->GetIntValue() ? true : false;
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha );
+ SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( SHOWALPHA, bShowAlpha );
+ SET_DYNAMIC_PIXEL_SHADER( debugdrawenvmapmask_ps20 );
+ }
+
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ }
+ Draw();
+ }
+END_SHADER