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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmorphaccumulator_ps30.inc"
#include "debugmorphaccumulator_vs30.inc"
BEGIN_VS_SHADER_FLAGS( DebugMorphAccumulator, "Help for Debug Morph Accumulator", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableCulling( false );
pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBWrite( false );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
SET_STATIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
DECLARE_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
SET_STATIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
SET_DYNAMIC_VERTEX_SHADER( debugmorphaccumulator_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
SET_DYNAMIC_PIXEL_SHADER( debugmorphaccumulator_ps30 );
}
Draw( );
}
END_SHADER
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