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70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
//========= 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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