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path: root/mp/src/materialsystem/stdshaders/debugmrttexture.cpp
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Diffstat (limited to 'mp/src/materialsystem/stdshaders/debugmrttexture.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/debugmrttexture.cpp86
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
+