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-rw-r--r--materialsystem/stdshaders/hsl_filmgrain_pass1.cpp103
1 files changed, 103 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/hsl_filmgrain_pass1.cpp b/materialsystem/stdshaders/hsl_filmgrain_pass1.cpp
new file mode 100644
index 0000000..e2a3527
--- /dev/null
+++ b/materialsystem/stdshaders/hsl_filmgrain_pass1.cpp
@@ -0,0 +1,103 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+
+#include "BaseVSShader.h"
+#include "convar.h"
+#include "filmgrain_vs20.inc"
+#include "hsl_filmgrain_pass1_ps20.inc"
+#include "hsl_filmgrain_pass1_ps20b.inc"
+
+//
+// First pass converts from RGB to HSL and tweaks with noise similar to After Effects
+//
+
+BEGIN_VS_SHADER( hsl_filmgrain_pass1, "Help for Film Grain" )
+ BEGIN_SHADER_PARAMS
+ // Input textures
+ SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+ SHADER_PARAM( GRAIN, SHADER_PARAM_TYPE_TEXTURE, "", "" )
+
+ // Grain parameters to control positioning and noise params
+ SHADER_PARAM( SCALEBIAS, SHADER_PARAM_TYPE_VEC4, "", "Scale and bias for grain placement" )
+ SHADER_PARAM( HSLNOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
+
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( INPUT );
+ LoadTexture( GRAIN );
+ }
+
+ 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 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, 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_pass1_ps20b );
+ SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
+ SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
+ }
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, INPUT, -1 );
+ BindTexture( SHADER_SAMPLER1, GRAIN, -1 );
+
+ SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, SCALEBIAS );
+
+ SetPixelShaderConstant( 0, HSLNOISESCALE );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
+ }
+ }
+ Draw();
+ }
+END_SHADER