//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "BaseVSShader.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( BlurFilterY, BlurFilterY_DX80 ) BEGIN_VS_SHADER_FLAGS( BlurFilterY_DX80, "Help for BlurFilterY_DX80", 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 { if ( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if ( !( params[BLOOMAMOUNT]->IsDefined() ) ) params[BLOOMAMOUNT]->SetFloatValue(1.0); } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) { return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); // Pre-cache shaders pShaderShadow->SetVertexShader( "BlurFilter_vs11", 0 ); pShaderShadow->SetPixelShader( "BlurFilter_ps11", 0 ); if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER2, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER3, BASETEXTURE, -1 ); int width, height; pShaderAPI->GetBackBufferDimensions( width, height ); // The temp buffer is 1/4 back buffer size float dY = 2.0f / height; // 4 Tap offsets, expected from pixel center float v[4][4]; v[0][0] = 0; v[0][1] = -1.5f * dY; v[1][0] = 0; v[1][1] = -0.5f * dY; v[2][0] = 0; v[2][1] = 0.5f * dY; v[3][0] = 0; v[3][1] = 1.5f * dY; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 ); v[0][0] = v[0][1] = v[0][2] = params[BLOOMAMOUNT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 1, v[0], 1 ); pShaderAPI->SetVertexShaderIndex( 0 ); pShaderAPI->SetPixelShaderIndex( 0 ); } Draw(); } END_SHADER