source-engine-2018-hl2_src/materialsystem/stdshaders/VertexTextureTest.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

84 lines
2.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================
// don't merge into main!!!!!!!!!!!!
#if 0
#include "BaseVSShader.h"
#include "vertextexturetest_vs30.inc"
#include "vertextexturetest_ps30.inc"
BEGIN_VS_SHADER_FLAGS( VertexTextureTest, "Help for VertexTextureTest", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( FRAME3, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 95 )
{
Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
LoadTexture( BASETEXTURE2 );
LoadTexture( BASETEXTURE3 );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
unsigned int flags = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0, 0 );
pShaderShadow->SetMorphFormat( MORPH_POSITION | MORPH_NORMAL | MORPH_WRINKLE );
DECLARE_STATIC_VERTEX_SHADER( vertextexturetest_vs30 );
SET_STATIC_VERTEX_SHADER( vertextexturetest_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vertextexturetest_ps30 );
SET_STATIC_PIXEL_SHADER( vertextexturetest_ps30 );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
BindTexture( SHADER_TEXTURE_STAGE1, BASETEXTURE2, FRAME2 );
BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE3, FRAME3 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
DECLARE_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 );
SET_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 );
SET_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 );
}
Draw( );
}
END_SHADER
#endif