diff options
Diffstat (limited to 'materialsystem/stdshaders/filmdust_dx8_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/filmdust_dx8_dx9.cpp | 111 |
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 index 0000000..d7f2b72 --- /dev/null +++ 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 |