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hl2sdk/materialsystem/stdshaders/gamecontrols.cpp

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2025-05-17 14:11:58 -04:00
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
2012-07-06 20:35:59 -05:00
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "gamecontrols_vs20.inc"
#include "gamecontrols_ps20.inc"
BEGIN_VS_SHADER_FLAGS( GAMECONTROLS, "Help for Game Controls", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS( MATERIAL_VAR_NOCULL );
SET_FLAGS( MATERIAL_VAR_IGNOREZ );
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int nTexCoordDimensions = 3;
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, &nTexCoordDimensions, 0 );
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
DECLARE_STATIC_VERTEX_SHADER( gamecontrols_vs20 );
SET_STATIC_VERTEX_SHADER( gamecontrols_vs20 );
DECLARE_STATIC_PIXEL_SHADER( gamecontrols_ps20 );
SET_STATIC_PIXEL_SHADER( gamecontrols_ps20 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
DECLARE_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 );
SET_DYNAMIC_VERTEX_SHADER( gamecontrols_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 );
SET_DYNAMIC_PIXEL_SHADER( gamecontrols_ps20 );
}
Draw();
}
END_SHADER