//========= Copyright Valve Corporation, All rights reserved. ============// // // Run procedural glint generation inner loop in pixel shader // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "shaderlib/cshader.h" #include "eyeglint_vs20.inc" #include "eyeglint_ps20.inc" #include "eyeglint_ps20b.inc" DEFINE_FALLBACK_SHADER( EyeGlint, EyeGlint_dx9 ) BEGIN_VS_SHADER( EyeGlint_dx9, "Help for EyeGlint" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT { } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending int pTexCoords[3] = { 2, 2, 3 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, pTexCoords, 0 ); pShaderShadow->EnableCulling( false ); pShaderShadow->EnableSRGBWrite( false ); // linear texture DECLARE_STATIC_VERTEX_SHADER( eyeglint_vs20 ); SET_STATIC_VERTEX_SHADER( eyeglint_vs20 ); SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint ); } DYNAMIC_STATE { DECLARE_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 ); SET_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 ); SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint ); } Draw(); } END_SHADER