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shaderapidx11
use -dxlevel 110 to use it
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70
materialsystem/stdshadersdx11/wireframe_dx11.cpp
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70
materialsystem/stdshadersdx11/wireframe_dx11.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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#if 1
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#include "shaderlib_dx11/cshader.h"
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#include "wireframe_vs40.inc"
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#include "wireframe_ps40.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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#ifdef _WIN32
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DEFINE_FALLBACK_SHADER(Wireframe, Wireframe_DX11)
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BEGIN_SHADER( Wireframe_DX11,
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"Help for Wireframe_DX11" )
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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_INIT
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{
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if ( params[BASETEXTURE]->IsDefined() )
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LoadTexture( BASETEXTURE );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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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->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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pShaderShadow->EnableCulling( false );
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VertexFormat_t format = VERTEX_POSITION | VERTEX_COLOR;
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int dimensions[] = { 2 };
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pShaderShadow->VertexShaderVertexFormat( format, 1, dimensions, 0 );
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SetInternalVertexShaderConstantBuffersNoSkinning();
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DECLARE_STATIC_VERTEX_SHADER( wireframe_vs40 );
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SET_STATIC_VERTEX_SHADER( wireframe_vs40 );
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DECLARE_STATIC_PIXEL_SHADER( wireframe_ps40 );
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SET_STATIC_PIXEL_SHADER( wireframe_ps40 );
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( wireframe_vs40 );
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SET_DYNAMIC_VERTEX_SHADER( wireframe_vs40 );
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DECLARE_DYNAMIC_PIXEL_SHADER( wireframe_ps40 );
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SET_DYNAMIC_PIXEL_SHADER( wireframe_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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#endif
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