//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //=============================================================================// #include "shaderlib/cshader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_DX7 ) BEGIN_SHADER( FilmDust_DX7, "Help for FilmDust_DX7" ) BEGIN_SHADER_PARAMS SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" ) SHADER_PARAM( CHANNEL_SELECT, SHADER_PARAM_TYPE_VEC4, "", "Select which color channel to use" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { } SHADER_FALLBACK { // Requires DX9 + above if ( g_pHardwareConfig->GetDXSupportLevel() < 70 ) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_INIT { LoadTexture( DUST_TEXTURE ); } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableConstantColor( true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ONE_MINUS_SRC_COLOR ); pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_DOTPRODUCT3, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); } DYNAMIC_STATE { float color[4]; params[CHANNEL_SELECT]->GetVecValue( color, 4 ); s_pShaderAPI->Color4fv( color ); BindTexture( SHADER_SAMPLER0, DUST_TEXTURE, -1 ); } Draw(); } END_SHADER