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"
DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx60 )
BEGIN_SHADER_FLAGS( IntroScreenSpaceEffect_dx60, "Help for IntroScreenSpaceEffect_dx60", 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_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
DisableFog();
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 2 );
pShaderShadow->EnableConstantAlpha( true );
pShaderShadow->EnableBlending( true );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_ADD,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
}
DYNAMIC_STATE
{
switch( params[MODE]->GetIntValue() )
{
case 7:
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK );
break;
case 8:
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK );
break;
default:
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
break;
}
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
color[3] = params[ALPHA]->GetFloatValue();
s_pShaderAPI->Color4fv( color );
}
Draw();
}
END_SHADER