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111 lines
2.9 KiB
111 lines
2.9 KiB
//========= 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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#ifdef STDSHADER_DX9_DLL_EXPORT |
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#include "screenspaceeffect_vs20.inc" |
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#include "filmdust_ps20.inc" |
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#else |
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#include "screenspaceeffect_vs11.inc" |
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#include "filmdust_ps11.inc" |
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#endif |
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#include "../materialsystem_global.h" |
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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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#ifdef STDSHADER_DX9_DLL_EXPORT |
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DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_dx9 ) |
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BEGIN_VS_SHADER_FLAGS( FilmDust_dx9, "Help for FilmDust", SHADER_NOT_EDITABLE ) |
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#else |
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DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_dx8 ) |
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BEGIN_VS_SHADER_FLAGS( FilmDust_dx8, "Help for FilmDust", SHADER_NOT_EDITABLE ) |
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#endif |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film dust texture" ) |
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SHADER_PARAM( CHANNEL_SELECT, SHADER_PARAM_TYPE_VEC4, "", "Select which color channel to use" ) |
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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_FALLBACK |
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{ |
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#ifdef STDSHADER_DX9_DLL_EXPORT |
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// Requires DX9 + above |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90) |
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{ |
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return "FilmDust_DX8"; |
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} |
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#else // We're DX8 |
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// Requires DX8 + above |
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80) |
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{ |
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return "FilmDust_DX7"; |
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} |
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#endif |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( DUST_TEXTURE ); |
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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->EnableCulling( false ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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#ifdef STDSHADER_DX9_DLL_EXPORT |
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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DECLARE_STATIC_PIXEL_SHADER( filmdust_ps20 ); |
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SET_STATIC_PIXEL_SHADER( filmdust_ps20 ); |
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#else |
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 ); |
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 ); |
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DECLARE_STATIC_PIXEL_SHADER( filmdust_ps11 ); |
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SET_STATIC_PIXEL_SHADER( filmdust_ps11 ); |
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#endif |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, DUST_TEXTURE, -1 ); |
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SetPixelShaderConstant( 0, CHANNEL_SELECT ); |
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#ifdef STDSHADER_DX9_DLL_EXPORT |
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( filmdust_ps20 ); |
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SET_DYNAMIC_PIXEL_SHADER( filmdust_ps20 ); |
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#else |
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); |
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( filmdust_ps11 ); |
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SET_DYNAMIC_PIXEL_SHADER( filmdust_ps11 ); |
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#endif |
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} |
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Draw(); |
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} |
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END_SHADER
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