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66 lines
1.4 KiB
66 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Run procedural glint generation inner loop in pixel shader |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "BaseVSShader.h" |
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#include "shaderlib/cshader.h" |
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#include "eyeglint_vs20.inc" |
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#include "eyeglint_ps20.inc" |
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#include "eyeglint_ps20b.inc" |
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DEFINE_FALLBACK_SHADER( EyeGlint, EyeGlint_dx9 ) |
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BEGIN_VS_SHADER( EyeGlint_dx9, "Help for EyeGlint" ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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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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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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{ |
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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->EnableDepthWrites( false ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending |
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int pTexCoords[3] = { 2, 2, 3 }; |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, pTexCoords, 0 ); |
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pShaderShadow->EnableCulling( false ); |
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pShaderShadow->EnableSRGBWrite( false ); // linear texture |
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DECLARE_STATIC_VERTEX_SHADER( eyeglint_vs20 ); |
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SET_STATIC_VERTEX_SHADER( eyeglint_vs20 ); |
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SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint ); |
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} |
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DYNAMIC_STATE |
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{ |
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DECLARE_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 ); |
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SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint ); |
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} |
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Draw(); |
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} |
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END_SHADER
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