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SDK sync.
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108
materialsystem/stdshaders/debugdepth.cpp
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108
materialsystem/stdshaders/debugdepth.cpp
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//===== Copyright <20> 1996-2005, 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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#include "convar.h"
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#include "debugdrawdepth_vs20.inc"
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#include "debugdrawdepth_ps20.inc"
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#include "debugdrawdepth_ps20b.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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static ConVar mat_debugdepthmode( "mat_debugdepthmode", "0" );
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static ConVar mat_debugdepthval( "mat_debugdepthval", "128.0f" );
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static ConVar mat_debugdepthvalmax( "mat_debugdepthvalmax", "256.0f" );
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BEGIN_SHADER_FLAGS( DebugDepth, "Help for DebugDepth", 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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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_FALLBACK
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{
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return 0;
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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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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 );
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SET_STATIC_VERTEX_SHADER( debugdrawdepth_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b );
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SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 );
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SET_STATIC_PIXEL_SHADER( debugdrawdepth_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( debugdrawdepth_vs20 );
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Vector4D vecZFilter( 0, 0, 0, 1 );
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int nDepthMode = mat_debugdepthmode.GetInt();
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if ( nDepthMode > 1 )
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{
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nDepthMode = 0;
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}
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vecZFilter[nDepthMode] = 1;
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s_pShaderAPI->SetPixelShaderConstant( 1, vecZFilter.Base() );
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Vector4D vecModulationColor( 0, 0, 0, 1 );
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if ( IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
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{
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vecModulationColor[0] = 0;
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vecModulationColor[1] = 1;
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vecModulationColor[2] = 1;
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}
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else
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{
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vecModulationColor[0] = 1;
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vecModulationColor[1] = 1;
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vecModulationColor[2] = 1;
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}
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s_pShaderAPI->SetPixelShaderConstant( 2, vecModulationColor.Base() );
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float flDepthFactor = mat_debugdepthval.GetFloat();
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float flDepthFactorMax = mat_debugdepthvalmax.GetFloat();
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if ( flDepthFactor == 0 )
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{
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flDepthFactor = 1.0f;
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}
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Vector4D vecZFactor( (flDepthFactorMax - flDepthFactor), flDepthFactor, 1, 1 );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vecZFactor.Base() );
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}
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Draw();
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}
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END_SHADER
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