137 lines
3.8 KiB
C++
137 lines
3.8 KiB
C++
//========= 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
|