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//========= Copyright 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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#include "BaseVSShader.h"
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#include "screenspaceeffect.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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BEGIN_VS_SHADER_FLAGS( YUV, "Help for YUV", 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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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_INIT
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{
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}
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SHADER_FALLBACK
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{
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// Requires DX8 + above
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if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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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->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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screenspaceeffect_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "ScreenSpaceEffect", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "YUV" );
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}
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DYNAMIC_STATE
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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screenspaceeffect_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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END_SHADER
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