80 lines
2.6 KiB
C++
80 lines
2.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BaseVSShader.h"
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DEFINE_FALLBACK_SHADER( IntroScreenSpaceEffect, IntroScreenSpaceEffect_dx60 )
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BEGIN_SHADER_FLAGS( IntroScreenSpaceEffect_dx60, "Help for IntroScreenSpaceEffect_dx60", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( MODE, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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SHADER_INIT
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{
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
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DisableFog();
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 2 );
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pShaderShadow->EnableConstantAlpha( true );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_ADD,
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
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}
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DYNAMIC_STATE
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{
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switch( params[MODE]->GetIntValue() )
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{
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case 7:
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK );
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break;
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case 8:
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BLACK );
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break;
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default:
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_1 );
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break;
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}
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float color[4] = { 1.0, 1.0, 1.0, 1.0 };
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color[3] = params[ALPHA]->GetFloatValue();
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s_pShaderAPI->Color4fv( color );
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}
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Draw();
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}
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END_SHADER
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