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-rw-r--r--materialsystem/stdshaders/filmdust_dx8_dx9.cpp111
1 files changed, 111 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/filmdust_dx8_dx9.cpp b/materialsystem/stdshaders/filmdust_dx8_dx9.cpp
new file mode 100644
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+++ b/materialsystem/stdshaders/filmdust_dx8_dx9.cpp
@@ -0,0 +1,111 @@
+//========= 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