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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/introscreenspaceeffect_dx80.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp')
-rw-r--r--materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp69
1 files changed, 69 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp b/materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp
new file mode 100644
index 0000000..3769da3
--- /dev/null
+++ b/materialsystem/stdshaders/introscreenspaceeffect_dx80.cpp
@@ -0,0 +1,69 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "ScreenSpaceEffect_vs11.inc"
+#include "IntroScreenSpaceEffect_ps11.inc"
+
+DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx80 )
+
+BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect_dx80, "Help for IntroScreenSpaceEffect_dx80", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
+ }
+
+ SHADER_INIT
+ {
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ return "introscreenspaceeffect_dx60";
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+ DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+ SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+
+ DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
+ SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
+ DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+ SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() );
+ SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
+
+ SetPixelShaderConstant( 0, ALPHA );
+ }
+ Draw();
+ }
+END_SHADER