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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/BlurFilterY.cpp
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Diffstat (limited to 'materialsystem/stdshaders/BlurFilterY.cpp')
-rw-r--r--materialsystem/stdshaders/BlurFilterY.cpp136
1 files changed, 136 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BlurFilterY.cpp b/materialsystem/stdshaders/BlurFilterY.cpp
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+++ b/materialsystem/stdshaders/BlurFilterY.cpp
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+//========= 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