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-rw-r--r--mp/src/materialsystem/stdshaders/debugnormalmap.cpp148
1 files changed, 148 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugnormalmap.cpp b/mp/src/materialsystem/stdshaders/debugnormalmap.cpp
new file mode 100644
index 00000000..0be5246a
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/debugnormalmap.cpp
@@ -0,0 +1,148 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+
+#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
+
+
+
+#ifdef USE_NEW_SHADER
+
+#include "unlitgeneric_vs20.inc"
+#include "unlitgeneric_ps20.inc"
+#include "unlitgeneric_ps20b.inc"
+
+#endif
+
+#include "unlitgeneric_vs11.inc"
+
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_VS_SHADER_FLAGS( DebugNormalMap, "Help for DebugNormalMap", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldDiffuseBumpMap_bump", "bump map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+// 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 );
+
+#ifdef USE_NEW_SHADER
+ if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
+ {
+ DECLARE_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, 0 );
+ SET_STATIC_VERTEX_SHADER( unlitgeneric_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
+ SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
+ SET_STATIC_PIXEL_SHADER( unlitgeneric_ps20 );
+ }
+ }
+ else
+#endif
+ {
+ unlitgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ vshIndex.SetVERTEXCOLOR( false );
+ vshIndex.SetSEPARATEDETAILUVS( false );
+ pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "unlitgeneric" );
+ }
+ }
+ DYNAMIC_STATE
+ {
+ if ( params[BUMPMAP]->IsTexture() )
+ {
+ BindTexture( SHADER_SAMPLER0, BUMPMAP, BUMPFRAME );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
+ }
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BUMPTRANSFORM );
+#ifdef USE_NEW_SHADER
+ if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
+ {
+ float vVertexColor[4] = { 0, 0, 0, 0 };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vVertexColor, 1 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( unlitgeneric_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_ps20 );
+ }
+ }
+ else
+#endif
+ {
+ unlitgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ }
+ Draw();
+ }
+END_SHADER
+