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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clears color/depth, but obeys stencil while doing so
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "BufferClearObeyStencil_vs11.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( BufferClearObeyStencil, BufferClearObeyStencil_DX8 )
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BEGIN_VS_SHADER_FLAGS( BufferClearObeyStencil_DX8, "", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( CLEARCOLOR, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of color" )
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SHADER_PARAM( CLEARDEPTH, SHADER_PARAM_TYPE_INTEGER, "1", "activates clearing of depth" )
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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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if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
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{
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return "BufferClearObeyStencil_DX6";
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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->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
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bool bEnableDepthWrites = params[CLEARDEPTH]->GetIntValue() != 0;
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pShaderShadow->EnableDepthWrites( bEnableDepthWrites );
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bool bEnableColorWrites = params[CLEARCOLOR]->GetIntValue() != 0;
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pShaderShadow->EnableColorWrites( bEnableColorWrites );
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pShaderShadow->EnableAlphaWrites( bEnableColorWrites );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION|VERTEX_COLOR, 1, 0, 0 );
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bufferclearobeystencil_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "BufferClearObeyStencil_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "BufferClearObeyStencil_ps11", 0 );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetVertexShaderIndex( 0 );
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pShaderAPI->SetPixelShaderIndex( 0 );
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}
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Draw( );
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}
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END_SHADER
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