//========= 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