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https://github.com/nillerusr/source-engine.git
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123 lines
3.4 KiB
C++
123 lines
3.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "BlurFilter_vs20.inc"
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#include "BlurFilter_ps20.inc"
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#include "BlurFilter_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( BlurFilterX, "Help for BlurFilterX", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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END_SHADER_PARAMS
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SHADER_INIT
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{
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if( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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}
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SHADER_FALLBACK
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{
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if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
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{
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return "BlurFilterX_DX80";
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}
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return 0;
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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// Render targets are pegged as sRGB on POSIX, so just force these reads and writes
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bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
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// Pre-cache shaders
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blurfilter_vs20_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "BlurFilter_vs20", vshIndex.GetIndex() );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() )
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{
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DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20b );
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#ifndef _X360
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SET_STATIC_PIXEL_SHADER_COMBO( APPROX_SRGB_ADAPTER, bForceSRGBReadAndWrite );
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#endif
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SET_STATIC_PIXEL_SHADER( blurfilter_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20 );
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SET_STATIC_PIXEL_SHADER( blurfilter_ps20 );
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}
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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float v[4];
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// The temp buffer is 1/4 back buffer size
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ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
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int width = src_texture->GetActualWidth();
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float dX = 1.0f / width;
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// Tap offsets
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v[0] = 1.3366f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );
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v[0] = 3.4295f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 );
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v[0] = 5.4264f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 );
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v[0] = 7.4359f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 0, v, 1 );
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v[0] = 9.4436f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 1, v, 1 );
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v[0] = 11.4401f * dX;
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v[1] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( 2, v, 1 );
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v[0] = v[1] = v[2] = v[3] = 1.0;
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pShaderAPI->SetPixelShaderConstant( 3, v, 1 );
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pShaderAPI->SetVertexShaderIndex( 0 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( blurfilter_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( blurfilter_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( blurfilter_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( blurfilter_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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