//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "convar.h" #include "filmgrain_vs20.inc" #include "hsl_filmgrain_pass2_ps20.inc" #include "hsl_filmgrain_pass2_ps20b.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" // // Second pass merely converts from HSL back to RGB space, noise was already applied in first pass // BEGIN_VS_SHADER( hsl_filmgrain_pass2, "Help for Film Grain" ) BEGIN_SHADER_PARAMS SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( INPUT ); } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false ); // pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( filmgrain_vs20 ); SET_STATIC_VERTEX_SHADER( filmgrain_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, INPUT, -1 ); DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); } } Draw(); } END_SHADER