Counter Strike : Global Offensive Source Code
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//========= 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