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hl2sdk/materialsystem/stdshaders/BlurFilterY.cpp

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2014-03-01 03:08:09 +08:00
//========= 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