//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #if 1 #include "shaderlib_dx11/cshader.h" #include "wireframe_vs40.inc" #include "wireframe_ps40.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifdef _WIN32 DEFINE_FALLBACK_SHADER(Wireframe, Wireframe_DX11) BEGIN_SHADER( Wireframe_DX11, "Help for Wireframe_DX11" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_INIT { if ( params[BASETEXTURE]->IsDefined() ) LoadTexture( BASETEXTURE ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); pShaderShadow->EnableCulling( false ); VertexFormat_t format = VERTEX_POSITION | VERTEX_COLOR; int dimensions[] = { 2 }; pShaderShadow->VertexShaderVertexFormat( format, 1, dimensions, 0 ); SetInternalVertexShaderConstantBuffersNoSkinning(); DECLARE_STATIC_VERTEX_SHADER( wireframe_vs40 ); SET_STATIC_VERTEX_SHADER( wireframe_vs40 ); DECLARE_STATIC_PIXEL_SHADER( wireframe_ps40 ); SET_STATIC_PIXEL_SHADER( wireframe_ps40 ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( wireframe_vs40 ); SET_DYNAMIC_VERTEX_SHADER( wireframe_vs40 ); DECLARE_DYNAMIC_PIXEL_SHADER( wireframe_ps40 ); SET_DYNAMIC_PIXEL_SHADER( wireframe_ps40 ); } Draw(); } END_SHADER #endif #endif