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-rw-r--r--mp/src/materialsystem/stdshaders/debugsoftwarevertexshader.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugsoftwarevertexshader.cpp b/mp/src/materialsystem/stdshaders/debugsoftwarevertexshader.cpp
new file mode 100644
index 00000000..be7cedf3
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/debugsoftwarevertexshader.cpp
@@ -0,0 +1,56 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader )
+{
+ float t = pShaderAPI->CurrentTime();
+ for( int i = 0; i < meshBuilder.NumVertices(); i++ )
+ {
+ const float *pPos = meshBuilder.Position();
+ meshBuilder.Position3f( pPos[0], pPos[1], pPos[2] + 10.0f * sin( t + pPos[0] ) );
+ meshBuilder.AdvanceVertex();
+ }
+}
+
+FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
+
+BEGIN_SHADER_FLAGS( DebugSoftwareVertexShader, "blah", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( g_pHardwareConfig->SupportsVertexAndPixelShaders() )
+ {
+ USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
+ }
+ else
+ {
+ USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
+ }
+ }
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ }
+ DYNAMIC_STATE
+ {
+ }
+ Draw();
+ }
+END_SHADER