Serious-Engine/Sources/Shaders/ColorShader.cpp
Daniel Gibson 72edf1c720 Commented out unused functions and variables
many unused functions and variables are now commented out

You'll still get tons of warnings, which should mostly fall in one of
the following categories:
1. Unnecessary variables or values generated from .es scripts
2. Pointers assigned to from functions with side-effects: DO NOT REMOVE!
   Like CEntity *penNew = CreateEntity_t(...); - even if penNew isn't
   used, CreateEntity() must be called there!
2016-05-09 18:51:03 +02:00

61 lines
1.7 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "Shaders/StdH.h"
static const INDEX ctTextures = 0;
static const INDEX ctUvmaps = 0;
static const INDEX ctColors = 1;
static const INDEX ctFloats = 0;
static const INDEX ctFlags = 2;
SHADER_MAIN(Color)
{
shaSetTexture(-1);
shaSetColor(0);
shaDisableBlend();
shaDisableAlphaTest();
shaEnableDepthWrite();
shaEnableDepthTest();
shaDepthFunc(GFX_LESS_EQUAL);
BOOL bDoubleSided = shaGetFlags()&BASE_DOUBLE_SIDED;
//BOOL bFullBright = shaGetFlags()&BASE_FULL_BRIGHT;
if(bDoubleSided) {
shaCullFace(GFX_NONE);
} else {
shaCullFace(GFX_BACK);
}
shaCalculateLight();
shaRender();
}
SHADER_DESC(Color,ShaderDesc &shDesc)
{
shDesc.sd_astrTextureNames.New(ctTextures);
shDesc.sd_astrTexCoordNames.New(ctUvmaps);
shDesc.sd_astrColorNames.New(ctColors);
shDesc.sd_astrFloatNames.New(ctFloats);
shDesc.sd_astrFlagNames.New(ctFlags);
shDesc.sd_astrColorNames[0] = "Surface color";
shDesc.sd_astrFlagNames[0] = "Double sided";
shDesc.sd_astrFlagNames[1] = "Full bright";
shDesc.sd_strShaderInfo = "Color shader";
}