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path: root/mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp
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Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp64
1 files changed, 64 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp b/mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp
new file mode 100644
index 00000000..2f5c6a8e
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/debugmorphaccumulator_dx9.cpp
@@ -0,0 +1,64 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+
+#include "debugmorphaccumulator_ps30.inc"
+#include "debugmorphaccumulator_vs30.inc"
+
+BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthTest( false );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableCulling( false );
+ pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBWrite( false );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
+ SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
+ SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
+ }
+ Draw( );
+ }
+END_SHADER