//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "filmdust_ps20.inc" #include "../materialsystem_global.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( FilmDust, "Help for FilmDust", SHADER_NOT_EDITABLE ) 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 { 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 ); DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 ); DECLARE_STATIC_PIXEL_SHADER( filmdust_ps20 ); SET_STATIC_PIXEL_SHADER( filmdust_ps20 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, DUST_TEXTURE, -1 ); SetPixelShaderConstant( 0, CHANNEL_SELECT ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); } Draw(); } END_SHADER