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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( FilmDust, FilmDust_DX7 )
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BEGIN_SHADER( FilmDust_DX7, "Help for FilmDust_DX7" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain 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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}
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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( 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->EnableConstantColor( true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ONE_MINUS_SRC_COLOR );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_DOTPRODUCT3, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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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[CHANNEL_SELECT]->GetVecValue( color, 4 );
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s_pShaderAPI->Color4fv( color );
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BindTexture( SHADER_SAMPLER0, DUST_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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