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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/BlurFilterX_dx80.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/BlurFilterX_dx80.cpp')
-rw-r--r--materialsystem/stdshaders/BlurFilterX_dx80.cpp86
1 files changed, 86 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BlurFilterX_dx80.cpp b/materialsystem/stdshaders/BlurFilterX_dx80.cpp
new file mode 100644
index 0000000..6eecfef
--- /dev/null
+++ b/materialsystem/stdshaders/BlurFilterX_dx80.cpp
@@ -0,0 +1,86 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "BaseVSShader.h"
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( BlurFilterX, BlurFilterX_DX80 )
+
+BEGIN_VS_SHADER_FLAGS( BlurFilterX_DX80, "Help for BlurFilterX_DX80", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ {
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ // Pre-cache shaders
+ pShaderShadow->SetVertexShader( "BlurFilter_vs11", 0 );
+ pShaderShadow->SetPixelShader( "BlurFilter_ps11", 0 );
+
+ if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 );
+ BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 );
+
+ // The temp buffer is 1/4 back buffer size
+ ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
+ int width = src_texture->GetActualWidth();
+ float dX = 2.0f / width;
+
+ // 4 Tap offsets, expected from pixel center
+ float v[4][4];
+ v[0][0] = -1.5f * dX;
+ v[0][1] = 0;
+ v[1][0] = -0.5f * dX;
+ v[1][1] = 0;
+ v[2][0] = 0.5f * dX;
+ v[2][1] = 0;
+ v[3][0] = 1.5f * dX;
+ v[3][1] = 0;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
+
+ v[0][0] = v[0][1] = v[0][2] = v[0][3] = 1.0f;
+ pShaderAPI->SetPixelShaderConstant( 1, v[0], 1 );
+
+ pShaderAPI->SetVertexShaderIndex( 0 );
+ pShaderAPI->SetPixelShaderIndex( 0 );
+ }
+ Draw();
+ }
+END_SHADER