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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/hsl_filmgrain_pass2.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/hsl_filmgrain_pass2.cpp')
| -rw-r--r-- | materialsystem/stdshaders/hsl_filmgrain_pass2.cpp | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/hsl_filmgrain_pass2.cpp b/materialsystem/stdshaders/hsl_filmgrain_pass2.cpp new file mode 100644 index 0000000..1229c13 --- /dev/null +++ b/materialsystem/stdshaders/hsl_filmgrain_pass2.cpp @@ -0,0 +1,93 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//============================================================================= + +#include "BaseVSShader.h" +#include "convar.h" +#include "filmgrain_vs20.inc" +#include "hsl_filmgrain_pass2_ps20.inc" +#include "hsl_filmgrain_pass2_ps20b.inc" + + +// +// Second pass merely converts from HSL back to RGB space, noise was already applied in first pass +// + +BEGIN_VS_SHADER( hsl_filmgrain_pass2, "Help for Film Grain" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" ) + + END_SHADER_PARAMS + + SHADER_INIT + { + LoadTexture( INPUT ); + } + + SHADER_FALLBACK + { + // Requires DX9 + above + if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) + { + Assert( 0 ); + return "Wireframe"; + } + return 0; + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnableDepthTest( false ); + pShaderShadow->EnableAlphaWrites( false ); + pShaderShadow->EnableBlending( false ); + pShaderShadow->EnableCulling( false ); +// pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( filmgrain_vs20 ); + SET_STATIC_VERTEX_SHADER( filmgrain_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); + SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); + SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); + } + } + + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, INPUT, -1 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); + SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); + } + } + Draw(); + } +END_SHADER + + |