//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "screenspaceeffect_vs20.inc" #include "hsv_ps20.inc" #include "hsv_ps20b.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( HSV, "Help for HSV", 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 { return 0; } SHADER_DRAW { SHADOW_STATE { 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 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( hsv_ps20b ); SET_STATIC_PIXEL_SHADER( hsv_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( hsv_ps20 ); SET_STATIC_PIXEL_SHADER( hsv_ps20 ); } } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 ); } Draw(); } END_SHADER