hl2_src-leak-2017/src/materialsystem/stdshaders/filmdust_dx8_dx9.cpp

112 lines
2.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#ifdef STDSHADER_DX9_DLL_EXPORT
#include "screenspaceeffect_vs20.inc"
#include "filmdust_ps20.inc"
#else
#include "screenspaceeffect_vs11.inc"
#include "filmdust_ps11.inc"
#endif
#include "../materialsystem_global.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef STDSHADER_DX9_DLL_EXPORT
DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_dx9 )
BEGIN_VS_SHADER_FLAGS( FilmDust_dx9, "Help for FilmDust", SHADER_NOT_EDITABLE )
#else
DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_dx8 )
BEGIN_VS_SHADER_FLAGS( FilmDust_dx8, "Help for FilmDust", SHADER_NOT_EDITABLE )
#endif
BEGIN_SHADER_PARAMS
SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film dust texture" )
SHADER_PARAM( CHANNEL_SELECT, SHADER_PARAM_TYPE_VEC4, "", "Select which color channel to use" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_FALLBACK
{
#ifdef STDSHADER_DX9_DLL_EXPORT
// Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 90)
{
return "FilmDust_DX8";
}
#else // We're DX8
// Requires DX8 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
{
return "FilmDust_DX7";
}
#endif
return 0;
}
SHADER_INIT
{
LoadTexture( DUST_TEXTURE );
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
#ifdef STDSHADER_DX9_DLL_EXPORT
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
DECLARE_STATIC_PIXEL_SHADER( filmdust_ps20 );
SET_STATIC_PIXEL_SHADER( filmdust_ps20 );
#else
DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_STATIC_PIXEL_SHADER( filmdust_ps11 );
SET_STATIC_PIXEL_SHADER( filmdust_ps11 );
#endif
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, DUST_TEXTURE, -1 );
SetPixelShaderConstant( 0, CHANNEL_SELECT );
#ifdef STDSHADER_DX9_DLL_EXPORT
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( filmdust_ps20 );
SET_DYNAMIC_PIXEL_SHADER( filmdust_ps20 );
#else
DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( filmdust_ps11 );
SET_DYNAMIC_PIXEL_SHADER( filmdust_ps11 );
#endif
}
Draw();
}
END_SHADER