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SDK sync.
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86
materialsystem/stdshaders/debugmrttexture.cpp
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86
materialsystem/stdshaders/debugmrttexture.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "debugmrttexture_ps20.inc"
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#include "debugmrttexture_ps20b.inc"
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#include "debugmrttexture_vs20.inc"
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BEGIN_VS_SHADER_FLAGS( DebugMRTTexture, "Help for DebugMRTTexture", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( MRTINDEX, SHADER_PARAM_TYPE_INTEGER, "", "" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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// if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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// {
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// return "UnlitGeneric_DX8";
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// }
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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DECLARE_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
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SET_STATIC_VERTEX_SHADER( debugmrttexture_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( MRTINDEX, params[MRTINDEX]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER( debugmrttexture_ps20 );
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}
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int numTexCoords = 2;
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, numTexCoords, 0, 0 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( debugmrttexture_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( debugmrttexture_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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