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materialsystem/stdshaders/filmgrain_dx8_dx9.cpp
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113
materialsystem/stdshaders/filmgrain_dx8_dx9.cpp
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//========= Copyright <20> 1996-2002, Valve LLC, 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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#ifdef STDSHADER_DX9_DLL_EXPORT
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#include "screenspaceeffect_vs20.inc"
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#include "filmgrain_ps20.inc"
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#else
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#include "screenspaceeffect_vs11.inc"
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#include "filmgrain_ps11.inc"
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#endif
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#include "../materialsystem_global.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef STDSHADER_DX9_DLL_EXPORT
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DEFINE_FALLBACK_SHADER( FilmGrain, FilmGrain_dx9 )
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BEGIN_VS_SHADER_FLAGS( FilmGrain_dx9, "Help for FilmGrain", SHADER_NOT_EDITABLE )
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#else
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DEFINE_FALLBACK_SHADER( FilmGrain, FilmGrain_dx8 )
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BEGIN_VS_SHADER_FLAGS( FilmGrain_dx8, "Help for FilmGrain", SHADER_NOT_EDITABLE )
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#endif
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( GRAIN_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "0", "Film grain texture" )
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SHADER_PARAM( NOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
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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_FALLBACK
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{
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#ifdef STDSHADER_DX9_DLL_EXPORT
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// Requires DX9 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90)
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{
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return "FilmGrain_dx8";
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}
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#else // We're DX8
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// Requires DX8 + above
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if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
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{
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return "FilmGrain_dx7";
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}
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#endif
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( GRAIN_TEXTURE );
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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->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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#ifdef STDSHADER_DX9_DLL_EXPORT
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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DECLARE_STATIC_PIXEL_SHADER( filmgrain_ps20 );
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SET_STATIC_PIXEL_SHADER( filmgrain_ps20 );
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#else
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DECLARE_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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SET_STATIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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DECLARE_STATIC_PIXEL_SHADER( filmgrain_ps11 );
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SET_STATIC_PIXEL_SHADER( filmgrain_ps11 );
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#endif
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, false, GRAIN_TEXTURE, -1 );
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SetPixelShaderConstant( 0, NOISESCALE );
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#ifdef STDSHADER_DX9_DLL_EXPORT
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( filmgrain_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( filmgrain_ps20 );
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#else
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DECLARE_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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SET_DYNAMIC_VERTEX_SHADER( screenspaceeffect_vs11 );
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DECLARE_DYNAMIC_PIXEL_SHADER( filmgrain_ps11 );
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SET_DYNAMIC_PIXEL_SHADER( filmgrain_ps11 );
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#endif
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}
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Draw();
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}
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END_SHADER
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