//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "screenspaceeffect.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( YUV, "Help for YUV", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); } SHADER_INIT { } SHADER_FALLBACK { // Requires DX8 + above if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); screenspaceeffect_Static_Index vshIndex; pShaderShadow->SetVertexShader( "ScreenSpaceEffect", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "YUV" ); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); screenspaceeffect_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER