sqwarmed/sdk_src/materialsystem/stdshaders/eyeglint_dx9.cpp

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2024-08-29 20:15:33 -04:00
//===== Copyright <20> 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Run procedural glint generation inner loop in pixel shader
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "shaderlib/CShader.h"
#include "eyeglint_vs20.inc"
#include "eyeglint_ps20.inc"
#include "eyeglint_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( EyeGlint, EyeGlint_dx9 )
BEGIN_VS_SHADER( EyeGlint_dx9, "Help for EyeGlint" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT
{
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending
int pTexCoords[3] = { 2, 2, 3 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, pTexCoords, 0 );
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableSRGBWrite( true );
DECLARE_STATIC_VERTEX_SHADER( eyeglint_vs20 );
SET_STATIC_VERTEX_SHADER( eyeglint_vs20 );
SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint );
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 );
SET_DYNAMIC_VERTEX_SHADER( eyeglint_vs20 );
SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( eyeglint );
}
Draw();
}
END_SHADER