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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/hsv.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/hsv.cpp')
| -rw-r--r-- | materialsystem/stdshaders/hsv.cpp | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/hsv.cpp b/materialsystem/stdshaders/hsv.cpp new file mode 100644 index 0000000..a5e3d4a --- /dev/null +++ b/materialsystem/stdshaders/hsv.cpp @@ -0,0 +1,67 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "screenspaceeffect_vs20.inc" +#include "hsv_ps20.inc" +#include "hsv_ps20b.inc" + +BEGIN_VS_SHADER_FLAGS( HSV, "Help for HSV", 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 DX9 + above + if (g_pHardwareConfig->GetDXSupportLevel() < 90) + { + Assert( 0 ); + return "Wireframe"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( hsv_ps20b ); + SET_STATIC_PIXEL_SHADER( hsv_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( hsv_ps20 ); + SET_STATIC_PIXEL_SHADER( hsv_ps20 ); + } + } + DYNAMIC_STATE + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); + DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); + } + Draw(); + } +END_SHADER |