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shaderapidx11
use -dxlevel 110 to use it
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70
materialsystem/stdshadersdx11/writez_dx11.cpp
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70
materialsystem/stdshadersdx11/writez_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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// $NoKeywords: $
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//=============================================================================//
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#if 0
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#include "BaseVSShader.h"
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#include "writez_vs40.inc"
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#include "white_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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DEFINE_FALLBACK_SHADER( WriteZ, WriteZ_DX11 )
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BEGIN_VS_SHADER_FLAGS( WriteZ_DX11, "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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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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SetInternalVertexShaderConstantBuffersNoSkinning();
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DECLARE_STATIC_VERTEX_SHADER( writez_vs40 );
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SET_STATIC_VERTEX_SHADER( writez_vs40 );
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DECLARE_STATIC_PIXEL_SHADER( white_ps40 );
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SET_STATIC_PIXEL_SHADER( white_ps40 );
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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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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs40 );
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SET_DYNAMIC_VERTEX_SHADER( writez_vs40 );
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DECLARE_DYNAMIC_PIXEL_SHADER( white_ps40 );
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SET_DYNAMIC_PIXEL_SHADER( white_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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