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SDK sync.
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56
materialsystem/stdshaders/debugsoftwarevertexshader.cpp
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56
materialsystem/stdshaders/debugsoftwarevertexshader.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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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/CShader.h"
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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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SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader )
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{
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float t = pShaderAPI->CurrentTime();
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for( int i = 0; i < meshBuilder.NumVertices(); i++ )
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{
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const float *pPos = meshBuilder.Position();
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meshBuilder.Position3f( pPos[0], pPos[1], pPos[2] + 10.0f * sin( t + pPos[0] ) );
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meshBuilder.AdvanceVertex();
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}
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}
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FORWARD_DECLARE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
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BEGIN_SHADER_FLAGS( DebugSoftwareVertexShader, "blah", SHADER_NOT_EDITABLE )
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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
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{
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if( g_pHardwareConfig->SupportsVertexAndPixelShaders() )
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{
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USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
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}
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else
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{
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USE_SOFTWARE_VERTEX_SHADER( myHappyLittleSoftwareVertexShader );
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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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}
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DYNAMIC_STATE
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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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