source-engine/materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

70 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "ScreenSpaceEffect_vs11.inc"
#include "IntroScreenSpaceEffect_ps11.inc"
DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx80 )
BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect_dx80, "Help for IntroScreenSpaceEffect_dx80", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_INIT
{
}
SHADER_FALLBACK
{
// Requires DX9 + above
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
return "introscreenspaceeffect_dx60";
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
DYNAMIC_STATE
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
SetPixelShaderConstant( 0, ALPHA );
}
Draw();
}
END_SHADER