2021-07-24 21:11:47 -07:00

56 lines
1.3 KiB
C++

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "prototype_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Prototype, Prototype_dx9 )
BEGIN_VS_SHADER( Prototype_dx9, "Prototype" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "", "Normal map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "Frame number for $bumpmap" )
END_SHADER_PARAMS
void SetupVarsPrototype( PrototypeVars_t &info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nBaseTextureFrame = FRAME;
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
}
SHADER_INIT_PARAMS()
{
PrototypeVars_t info;
SetupVarsPrototype( info );
InitParamsPrototype( this, params, pMaterialName, info );
}
SHADER_FALLBACK
{
if ( ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) || ( !g_pHardwareConfig->SupportsPixelShaders_2_b() ) )
{
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
PrototypeVars_t info;
SetupVarsPrototype( info );
InitPrototype( this, params, info );
}
SHADER_DRAW
{
PrototypeVars_t info;
SetupVarsPrototype( info );
DrawPrototype( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
}
END_SHADER