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shaderapidx11
use -dxlevel 110 to use it
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90
materialsystem/stdshadersdx11/bik_dx11.cpp
Normal file
90
materialsystem/stdshadersdx11/bik_dx11.cpp
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@@ -0,0 +1,90 @@
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#if 1
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//========= Copyright <20> 1996-2006, 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 "BaseVSShader.h"
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#include "bik_ps40.inc"
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#include "bik_vs40.inc"
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BEGIN_VS_SHADER( Bik, "Help for Bik" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" )
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SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" )
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SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" )
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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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return 0;
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}
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DECLARE_CONSTANT_BUFFER(BikTest)
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SHADER_INIT
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{
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if ( params[YTEXTURE]->IsDefined() )
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{
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LoadTexture( YTEXTURE );
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}
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if ( params[CRTEXTURE]->IsDefined() )
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{
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LoadTexture( CRTEXTURE );
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}
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if ( params[CBTEXTURE]->IsDefined() )
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{
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LoadTexture( CBTEXTURE );
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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->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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unsigned int flags = VERTEX_POSITION;
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int numTexCoords = 1;
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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SetVertexShaderConstantBuffer(1, SHADER_CONSTANTBUFFER_PERFRAME);
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SetVertexShaderConstantBuffer(2, SHADER_CONSTANTBUFFER_PERSCENE);
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DECLARE_STATIC_VERTEX_SHADER( bik_vs40 );
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SET_STATIC_VERTEX_SHADER( bik_vs40 );
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DECLARE_STATIC_PIXEL_SHADER(bik_ps40);
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SET_STATIC_PIXEL_SHADER(bik_ps40);
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pShaderShadow->EnableSRGBWrite( false );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME );
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BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME );
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DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs40 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, 0 );
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SET_DYNAMIC_VERTEX_SHADER( bik_vs40 );
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DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps40 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, 0 );
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SET_DYNAMIC_PIXEL_SHADER( bik_ps40 );
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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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