//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "BaseVSShader.h" #include "vertexlitgeneric_dx9_helper.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( Wireframe, Wireframe_DX9 ) BEGIN_VS_SHADER( Wireframe_DX9, "Help for Wireframe_DX9" ) BEGIN_SHADER_PARAMS SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" ) SHADER_PARAM( DISPLACEMENTWRINKLE, SHADER_PARAM_TYPE_BOOL, "0", "Displacement map contains wrinkle displacements") END_SHADER_PARAMS SHADER_FALLBACK { return 0; } SHADER_INIT_PARAMS() { VertexLitGeneric_DX9_Vars_t vars; vars.m_nDisplacementMap = DISPLACEMENTMAP; vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE; InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, false, vars ); SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS( MATERIAL_VAR_NOFOG ); SET_FLAGS( MATERIAL_VAR_WIREFRAME ); } SHADER_INIT { VertexLitGeneric_DX9_Vars_t vars; vars.m_nDisplacementMap = DISPLACEMENTMAP; vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE; InitVertexLitGeneric_DX9( this, params, false, vars ); } SHADER_DRAW { VertexLitGeneric_DX9_Vars_t vars; vars.m_nDisplacementMap = DISPLACEMENTMAP; vars.m_nDisplacementWrinkleMap = DISPLACEMENTWRINKLE; DrawVertexLitGeneric_DX9( this, params, pShaderAPI, pShaderShadow, false, vars, vertexCompression, pContextDataPtr ); } END_SHADER