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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/filmgrain_dx7.cpp
downloadarchived-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.cpp62
1 files changed, 62 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/filmgrain_dx7.cpp b/materialsystem/stdshaders/filmgrain_dx7.cpp
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+++ b/materialsystem/stdshaders/filmgrain_dx7.cpp
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+//========= 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