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Update from SDK 2013
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committed by
Nicholas Hastings

parent
e0e01948b8
commit
ebd971b421
84
materialsystem/stdshaders/VertexTextureTest.cpp
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84
materialsystem/stdshaders/VertexTextureTest.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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// don't merge into main!!!!!!!!!!!!
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#if 0
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#include "BaseVSShader.h"
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#include "vertextexturetest_vs30.inc"
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#include "vertextexturetest_ps30.inc"
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BEGIN_VS_SHADER_FLAGS( VertexTextureTest, "Help for VertexTextureTest", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
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SHADER_PARAM( BASETEXTURE3, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( FRAME3, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 95 )
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE );
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LoadTexture( BASETEXTURE2 );
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LoadTexture( BASETEXTURE3 );
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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_TEXTURE_STAGE0, true );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
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unsigned int flags = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0, 0 );
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pShaderShadow->SetMorphFormat( MORPH_POSITION | MORPH_NORMAL | MORPH_WRINKLE );
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DECLARE_STATIC_VERTEX_SHADER( vertextexturetest_vs30 );
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SET_STATIC_VERTEX_SHADER( vertextexturetest_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( vertextexturetest_ps30 );
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SET_STATIC_PIXEL_SHADER( vertextexturetest_ps30 );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
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BindTexture( SHADER_TEXTURE_STAGE1, BASETEXTURE2, FRAME2 );
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BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE3, FRAME3 );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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DECLARE_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( vertextexturetest_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( vertextexturetest_ps30 );
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}
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Draw( );
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}
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END_SHADER
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#endif
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