#include "BaseVSShader.h"  
#include "post_sepia_ps20.inc" 
#include "post_screenspaceeffect_vs20.inc" 
 
BEGIN_VS_SHADER( Post_Sepia, "Help for Post_Sepia" ) 
 
 BEGIN_SHADER_PARAMS 
   SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "" ) 
 END_SHADER_PARAMS 
 
 // Set up anything that is necessary to make decisions in SHADER_FALLBACK. 
 SHADER_INIT_PARAMS() 
 { 
 } 
 
 SHADER_FALLBACK 
 { 
  return 0; 
 } 
 
 SHADER_INIT 
 { 
  if( params[FBTEXTURE]->IsDefined() ) 
  { 
   LoadTexture( FBTEXTURE ); 
  } 
 } 
 
 SHADER_DRAW 
 { 
  SHADOW_STATE 
  { 
   pShaderShadow->EnableDepthWrites( false ); 
 
   pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); 
   int fmt = VERTEX_POSITION; 
   pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 ); 
 
   DECLARE_STATIC_PIXEL_SHADER( post_sepia_ps20 ); 
   SET_STATIC_PIXEL_SHADER( post_sepia_ps20 ); 
 
   DECLARE_STATIC_VERTEX_SHADER( post_screenspaceeffect_vs20 ); 
   SET_STATIC_VERTEX_SHADER( post_screenspaceeffect_vs20 ); 
 
  } 
  DYNAMIC_STATE 
  { 
   BindTexture( SHADER_TEXTURE_STAGE0, FBTEXTURE, -1 ); 
   DECLARE_DYNAMIC_PIXEL_SHADER( post_sepia_ps20 ); 
   SET_DYNAMIC_PIXEL_SHADER( post_sepia_ps20 ); 
 
   DECLARE_DYNAMIC_VERTEX_SHADER( post_screenspaceeffect_vs20 ); 
   SET_DYNAMIC_VERTEX_SHADER( post_screenspaceeffect_vs20 ); 
  } 
  Draw(); 
 } 
END_SHADER 
