diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugmrttexture.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/debugmrttexture.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugmrttexture.cpp b/mp/src/materialsystem/stdshaders/debugmrttexture.cpp new file mode 100644 index 00000000..04a1128e --- /dev/null +++ b/mp/src/materialsystem/stdshaders/debugmrttexture.cpp @@ -0,0 +1,86 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" + +#include "debugmrttexture_ps20.inc" +#include "debugmrttexture_ps20b.inc" +#include "debugmrttexture_vs20.inc" + +BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" ) + END_SHADER_PARAMS + + SHADER_FALLBACK + { +// if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) +// { +// return "UnlitGeneric_DX8"; +// } + return 0; + } + + SHADER_INIT_PARAMS() + { + } + + SHADER_INIT + { + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 ); + SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); + SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() ); + SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 ); + } + + int numTexCoords = 2; + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 ); + } + } + Draw(); + } +END_SHADER + |