Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( FilmDust, FilmDust_DX7 )
BEGIN_SHADER( FilmDust_DX7, "Help for FilmDust_DX7" )
BEGIN_SHADER_PARAMS SHADER_PARAM( DUST_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" ) SHADER_PARAM( CHANNEL_SELECT, SHADER_PARAM_TYPE_VEC4, "", "Select which color channel to use" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { }
SHADER_FALLBACK { // Requires DX9 + above
if ( g_pHardwareConfig->GetDXSupportLevel() < 70 ) { Assert( 0 ); return "Wireframe"; } return 0; }
SHADER_INIT { LoadTexture( DUST_TEXTURE ); }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableConstantColor( true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ZERO, SHADER_BLEND_ONE_MINUS_SRC_COLOR );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 ); pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_DOTPRODUCT3, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_TEXTURE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); } DYNAMIC_STATE { float color[4]; params[CHANNEL_SELECT]->GetVecValue( color, 4 ); s_pShaderAPI->Color4fv( color );
BindTexture( SHADER_SAMPLER0, DUST_TEXTURE, -1 ); } Draw(); } END_SHADER
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