source-engine-2018-hl2_src/materialsystem/stdshaders/debugmrttexture.cpp

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2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "debugmrttexture_ps20.inc"
#include "debugmrttexture_ps20b.inc"
#include "debugmrttexture_vs20.inc"
BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
// if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
// {
// return "UnlitGeneric_DX8";
// }
return 0;
}
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
int numTexCoords = 2;
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
}
}
Draw();
}
END_SHADER