aboutsummaryrefslogtreecommitdiff
path: root/sp/src/materialsystem/stdshaders/BlurFilterY.cpp
blob: 57db29c0dc60e283350dce8ce83af4233a9fa2c6 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
//========= 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