Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( FilmGrain, FilmGrain_DX7 )
BEGIN_SHADER( FilmGrain_DX7, "Help for FilmGrain_DX7" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( GRAIN_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" )
SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
// Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 70 )
{
Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
LoadTexture( GRAIN_TEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableConstantColor( true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_DST_COLOR, SHADER_BLEND_ONE_MINUS_SRC_COLOR );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
}
DYNAMIC_STATE
{
float color[4];
params[NOISESCALE]->GetVecValue( color, 4 );
s_pShaderAPI->Color4fv( color );
BindTexture( SHADER_SAMPLER0, GRAIN_TEXTURE, -1 );
}
Draw();
}
END_SHADER