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-rw-r--r--mp/src/materialsystem/stdshaders/debugtangentspace.cpp133
1 files changed, 133 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/debugtangentspace.cpp b/mp/src/materialsystem/stdshaders/debugtangentspace.cpp
new file mode 100644
index 00000000..30279012
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/debugtangentspace.cpp
@@ -0,0 +1,133 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
+
+#ifdef USE_NEW_SHADER
+#include "debugtangentspace_vs11.inc"
+#include "debugtangentspace_vs20.inc"
+#include "unlitgeneric_notexture_ps11.inc"
+#include "unlitgeneric_notexture_ps20.inc"
+#include "unlitgeneric_notexture_ps20b.inc"
+
+#else
+#include "debugtangentspace.inc"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" )
+ 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_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_DRAW
+ {
+ if (g_pHardwareConfig->SupportsVertexAndPixelShaders())
+ {
+ SHADOW_STATE
+ {
+ // Set stream format (note that this shader supports compression)
+ unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
+ int nTexCoordCount = 0;
+ int userDataSize = 4;
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
+
+#ifdef USE_NEW_SHADER
+ if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
+ {
+ DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
+ SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
+ SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
+ SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
+ }
+ }
+ else
+ {
+ DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
+ SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
+
+ DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
+ SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
+ }
+#else
+ debugtangentspace_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" );
+#endif
+ }
+ DYNAMIC_STATE
+ {
+
+#ifdef USE_NEW_SHADER
+ if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_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( debugtangentspace_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
+ }
+ }
+ else // legacy hardware
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
+ 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( debugtangentspace_vs11 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
+ }
+#else
+ debugtangentspace_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+#endif
+ }
+ Draw();
+ }
+ }
+END_SHADER
+