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69 lines
2.0 KiB
69 lines
2.0 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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#include "ScreenSpaceEffect_vs11.inc" |
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#include "IntroScreenSpaceEffect_ps11.inc" |
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DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx80 ) |
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BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect_dx80, "Help for IntroScreenSpaceEffect_dx80", SHADER_NOT_EDITABLE ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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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 DX9 + above |
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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return "introscreenspaceeffect_dx60"; |
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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->EnableTexture( SHADER_SAMPLER1, true ); |
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int fmt = VERTEX_POSITION; |
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); |
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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( introscreenspaceeffect_ps11 ); |
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SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
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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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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 ); |
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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( introscreenspaceeffect_ps11 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); |
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SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 ); |
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SetPixelShaderConstant( 0, ALPHA ); |
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} |
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Draw(); |
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} |
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END_SHADER
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