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Update from SDK 2013
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committed by
Nicholas Hastings

parent
e0e01948b8
commit
ebd971b421
60
materialsystem/stdshaders/writez_dx8.cpp
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60
materialsystem/stdshaders/writez_dx8.cpp
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@ -0,0 +1,60 @@
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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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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "writez.inc"
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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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DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX8 )
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BEGIN_VS_SHADER_FLAGS( WriteZ_DX8, "Help for WriteZ", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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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 ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
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return "WriteZ_DX6";
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return 0;
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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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SHADOW_STATE
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{
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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writez_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "writez", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "white" );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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}
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DYNAMIC_STATE
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{
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writez_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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