sqwarmed/sdk_src/materialsystem/stdshaders/yuv.cpp

63 lines
1.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "screenspaceeffect.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( YUV, "Help for YUV", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
}
SHADER_INIT
{
}
SHADER_FALLBACK
{
// Requires DX8 + above
if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders())
{
Assert( 0 );
return "Wireframe";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
screenspaceeffect_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "ScreenSpaceEffect", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "YUV" );
}
DYNAMIC_STATE
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
screenspaceeffect_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER