//========= 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