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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_dx80.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_dx80.cpp')
| -rw-r--r-- | materialsystem/stdshaders/BlurFilterY_dx80.cpp | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/BlurFilterY_dx80.cpp b/materialsystem/stdshaders/BlurFilterY_dx80.cpp new file mode 100644 index 0000000..5e01d60 --- /dev/null +++ b/materialsystem/stdshaders/BlurFilterY_dx80.cpp @@ -0,0 +1,91 @@ +//========= 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( BlurFilterY, BlurFilterY_DX80 ) + +BEGIN_VS_SHADER_FLAGS( BlurFilterY_DX80, "Help for BlurFilterY_DX80", 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 + { + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if ( !( params[BLOOMAMOUNT]->IsDefined() ) ) + params[BLOOMAMOUNT]->SetFloatValue(1.0); + } + + 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 ); + + int width, height; + pShaderAPI->GetBackBufferDimensions( width, height ); + + // The temp buffer is 1/4 back buffer size + float dY = 2.0f / height; + + // 4 Tap offsets, expected from pixel center + float v[4][4]; + v[0][0] = 0; + v[0][1] = -1.5f * dY; + v[1][0] = 0; + v[1][1] = -0.5f * dY; + v[2][0] = 0; + v[2][1] = 0.5f * dY; + v[3][0] = 0; + v[3][1] = 1.5f * dY; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 ); + + v[0][0] = v[0][1] = v[0][2] = params[BLOOMAMOUNT]->GetFloatValue(); + pShaderAPI->SetPixelShaderConstant( 1, v[0], 1 ); + + pShaderAPI->SetVertexShaderIndex( 0 ); + pShaderAPI->SetPixelShaderIndex( 0 ); + } + Draw(); + } +END_SHADER |