//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx60 ) BEGIN_SHADER_FLAGS( IntroScreenSpaceEffect_dx60, "Help for IntroScreenSpaceEffect_dx60", 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_DRAW { SHADOW_STATE { pShaderShadow->EnableCulling( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); DisableFog(); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 ); pShaderShadow->EnableConstantAlpha( true ); pShaderShadow->EnableBlending( true ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_ADD, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE ); } DYNAMIC_STATE { switch( params[MODE]->GetIntValue() ) { case 7: pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK ); break; case 8: pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK ); break; default: pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 ); break; } float color[4] = { 1.0, 1.0, 1.0, 1.0 }; color[3] = params[ALPHA]->GetFloatValue(); s_pShaderAPI->Color4fv( color ); } Draw(); } END_SHADER