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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/filmgrain_dx7.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/filmgrain_dx7.cpp')
| -rw-r--r-- | materialsystem/stdshaders/filmgrain_dx7.cpp | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/filmgrain_dx7.cpp b/materialsystem/stdshaders/filmgrain_dx7.cpp new file mode 100644 index 0000000..314ed68 --- /dev/null +++ b/materialsystem/stdshaders/filmgrain_dx7.cpp @@ -0,0 +1,62 @@ +//========= 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( FilmGrain, FilmGrain_DX7 ) + +BEGIN_SHADER( FilmGrain_DX7, "Help for FilmGrain_DX7" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( GRAIN_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" ) + SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" ) + 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( GRAIN_TEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableConstantColor( true ); + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_DST_COLOR, SHADER_BLEND_ONE_MINUS_SRC_COLOR ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); + } + DYNAMIC_STATE + { + float color[4]; + params[NOISESCALE]->GetVecValue( color, 4 ); + s_pShaderAPI->Color4fv( color ); + BindTexture( SHADER_SAMPLER0, GRAIN_TEXTURE, -1 ); + } + Draw(); + } +END_SHADER |