Files
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

70 lines
1.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if 0
#include "BaseVSShader.h"
#include "writez_vs40.inc"
#include "white_ps40.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Occlusion, Occlusion_DX11 )
BEGIN_VS_SHADER_FLAGS( Occlusion_DX11, "Help for Occlusion", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableColorWrites( false );
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableDepthWrites( false );
SetInternalVertexShaderConstantBuffersNoSkinning();
DECLARE_STATIC_VERTEX_SHADER( writez_vs40 );
SET_STATIC_VERTEX_SHADER( writez_vs40 );
DECLARE_STATIC_PIXEL_SHADER( white_ps40 );
SET_STATIC_PIXEL_SHADER( white_ps40 );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( writez_vs40 );
SET_DYNAMIC_VERTEX_SHADER( writez_vs40 );
DECLARE_DYNAMIC_PIXEL_SHADER( white_ps40 );
SET_DYNAMIC_PIXEL_SHADER( white_ps40 );
}
Draw();
}
END_SHADER
#endif