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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/BlurFilterY.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/BlurFilterY.cpp')
| -rw-r--r-- | materialsystem/stdshaders/BlurFilterY.cpp | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BlurFilterY.cpp b/materialsystem/stdshaders/BlurFilterY.cpp new file mode 100644 index 0000000..57db29c --- /dev/null +++ b/materialsystem/stdshaders/BlurFilterY.cpp @@ -0,0 +1,136 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#include "BaseVSShader.h" +#include "BlurFilter_vs20.inc" +#include "BlurFilter_ps20.inc" +#include "BlurFilter_ps20b.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER_FLAGS( BlurFilterY, "Help for BlurFilterY", SHADER_NOT_EDITABLE ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( BLOOMAMOUNT, SHADER_PARAM_TYPE_FLOAT, "1.0", "" ) + SHADER_PARAM( FRAMETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if ( !( params[BLOOMAMOUNT]->IsDefined() ) ) + { + params[BLOOMAMOUNT]->SetFloatValue( 1.0 ); + } + } + + SHADER_INIT + { + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "BlurFilterY_DX80"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnableAlphaWrites( true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); + + // Render targets are pegged as sRGB on POSIX, so just force these reads and writes + bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs(); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite ); + pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite ); + + // Pre-cache shaders + DECLARE_STATIC_VERTEX_SHADER( blurfilter_vs20 ); + SET_STATIC_VERTEX_SHADER( blurfilter_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) + { + DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20b ); +#ifndef _X360 + SET_STATIC_PIXEL_SHADER_COMBO( APPROX_SRGB_ADAPTER, bForceSRGBReadAndWrite ); +#endif + SET_STATIC_PIXEL_SHADER( blurfilter_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20 ); + SET_STATIC_PIXEL_SHADER( blurfilter_ps20 ); + } + + if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); + + // The temp buffer is 1/4 back buffer size + ITexture *src_texture = params[BASETEXTURE]->GetTextureValue(); + int height = src_texture->GetActualWidth(); + float dY = 1.0f / height; +// dY *= 0.4; + float v[4]; + + // Tap offsets + v[0] = 0.0f; + v[1] = 1.3366f * dY; + v[2] = 0; + v[3] = 0; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); + v[0] = 0.0f; + v[1] = 3.4295f * dY; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); + v[0] = 0.0f; + v[1] = 5.4264f * dY; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); + + v[0] = 0.0f; + v[1] = 7.4359f * dY; + pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); + v[0] = 0.0f; + v[1] = 9.4436f * dY; + pShaderAPI->SetPixelShaderConstant( 1, v, 1 ); + v[0] = 0.0f; + v[1] = 11.4401f * dY; + pShaderAPI->SetPixelShaderConstant( 2, v, 1 ); + + v[0]=v[1]=v[2]=params[BLOOMAMOUNT]->GetFloatValue(); + + pShaderAPI->SetPixelShaderConstant( 3, v, 1 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( blurfilter_ps20 ); + SET_DYNAMIC_VERTEX_SHADER( blurfilter_ps20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( blurfilter_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( blurfilter_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( blurfilter_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( blurfilter_ps20 ); + } + } + Draw(); + } +END_SHADER |