69 lines
1.8 KiB
C++
69 lines
1.8 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "basevsshader.h"
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#include "screenspaceeffect_vs20.inc"
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#include "filmdust_ps20.inc"
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#include "..\materialsystem_global.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( FilmDust, "Help for FilmDust", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film dust texture" )
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SHADER_PARAM( CHANNEL_SELECT, SHADER_PARAM_TYPE_VEC4, "", "Select which color channel to use" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( DUST_TEXTURE );
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_COLOR );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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DECLARE_STATIC_PIXEL_SHADER( filmdust_ps20 );
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SET_STATIC_PIXEL_SHADER( filmdust_ps20 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, DUST_TEXTURE, -1 );
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SetPixelShaderConstant( 0, CHANNEL_SELECT );
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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}
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Draw();
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}
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END_SHADER
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