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63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/cshader.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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DEFINE_FALLBACK_SHADER( FilmGrain, FilmGrain_DX7 )
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BEGIN_SHADER( FilmGrain_DX7, "Help for FilmGrain_DX7" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( GRAIN_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" )
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SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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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 ( g_pHardwareConfig->GetDXSupportLevel() < 70 )
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{
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Assert( 0 );
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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_INIT
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{
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LoadTexture( GRAIN_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->EnableConstantColor( true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_DST_COLOR, SHADER_BLEND_ONE_MINUS_SRC_COLOR );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
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}
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DYNAMIC_STATE
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{
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float color[4];
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params[NOISESCALE]->GetVecValue( color, 4 );
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s_pShaderAPI->Color4fv( color );
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BindTexture( SHADER_SAMPLER0, GRAIN_TEXTURE, -1 );
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}
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Draw();
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}
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END_SHADER
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