Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "ScreenSpaceEffect_vs11.inc"
#include "IntroScreenSpaceEffect_ps11.inc"
DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx80 )
BEGIN_VS_SHADER_FLAGS( IntroScreenSpaceEffect_dx80, "Help for IntroScreenSpaceEffect_dx80", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); }
SHADER_INIT { } SHADER_FALLBACK { // Requires DX9 + above
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "introscreenspaceeffect_dx60"; return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 ); SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 ); SET_STATIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 ); DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 ); SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
DECLARE_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( MODE, params[MODE]->GetIntValue() ); SET_DYNAMIC_PIXEL_SHADER( introscreenspaceeffect_ps11 );
SetPixelShaderConstant( 0, ALPHA ); } Draw(); } END_SHADER
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