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133
materialsystem/stdshaders/debugtangentspace.cpp
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133
materialsystem/stdshaders/debugtangentspace.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 "shaderlib/cshader.h"
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#define USE_NEW_SHADER //Updating assembly shaders to fxc, this is for A/B testing.
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#ifdef USE_NEW_SHADER
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#include "debugtangentspace_vs11.inc"
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#include "debugtangentspace_vs20.inc"
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#include "unlitgeneric_notexture_ps11.inc"
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#include "unlitgeneric_notexture_ps20.inc"
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#include "unlitgeneric_notexture_ps20b.inc"
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#else
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#include "debugtangentspace.inc"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_SHADER( DebugTangentSpace, "Help for DebugTangentSpace" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/basetexture", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( FRAME, SHADER_PARAM_TYPE_INTEGER, "0", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( BASETEXTURETRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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}
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SHADER_INIT
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{
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}
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SHADER_DRAW
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{
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if (g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 0;
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int userDataSize = 4;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
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SET_STATIC_VERTEX_SHADER( debugtangentspace_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
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}
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}
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else
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{
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DECLARE_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
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SET_STATIC_VERTEX_SHADER( debugtangentspace_vs11 );
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DECLARE_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
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SET_STATIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
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}
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#else
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debugtangentspace_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "DebugTangentSpace", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "UnlitGeneric_NoTexture" );
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#endif
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}
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DYNAMIC_STATE
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{
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#ifdef USE_NEW_SHADER
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if( g_pHardwareConfig->GetDXSupportLevel() >= 90 )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps20 );
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}
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}
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else // legacy hardware
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( debugtangentspace_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
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SET_DYNAMIC_PIXEL_SHADER( unlitgeneric_notexture_ps11 );
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}
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#else
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debugtangentspace_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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#endif
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}
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Draw();
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}
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}
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END_SHADER
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