summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/sfm_blurfilterx.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/sfm_blurfilterx.cpp')
-rw-r--r--materialsystem/stdshaders/sfm_blurfilterx.cpp121
1 files changed, 121 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/sfm_blurfilterx.cpp b/materialsystem/stdshaders/sfm_blurfilterx.cpp
new file mode 100644
index 0000000..4e54691
--- /dev/null
+++ b/materialsystem/stdshaders/sfm_blurfilterx.cpp
@@ -0,0 +1,121 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "BlurFilter_vs20.inc"
+#include "BlurFilter_ps20.inc"
+#include "BlurFilter_ps20b.inc"
+
+BEGIN_VS_SHADER_FLAGS( sfm_blurfilterx_shader, "Help for BlurFilterX", SHADER_NOT_EDITABLE )
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ if( params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ // Requires DX9 + above
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ Assert( 0 );
+ return "Wireframe";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableAlphaWrites( true );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // Pre-cache shaders
+ blurfilter_vs20_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "BlurFilter_vs20", vshIndex.GetIndex() );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20b );
+#ifndef _X360
+ SET_STATIC_PIXEL_SHADER_COMBO( APPROX_SRGB_ADAPTER, 0 );
+#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 );
+
+ ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
+ int width = src_texture->GetActualWidth();
+
+ float v[4];
+
+ // The temp buffer is 1/4 back buffer size
+ float dX = 1.0f / width;
+
+ // Tap offsets
+ v[0] = 1.3366f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
+ v[0] = 3.4295f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
+ v[0] = 5.4264f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
+
+ v[0] = 7.4359f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
+ v[0] = 9.4436f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 1, v, 1 );
+ v[0] = 11.4401f * dX;
+ v[1] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 2, v, 1 );
+
+ v[0] = v[1] = v[2] = v [3]=1.0;
+ pShaderAPI->SetPixelShaderConstant( 3, v, 1 );
+
+ pShaderAPI->SetVertexShaderIndex( 0 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ 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