//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "BaseVSShader.h" #include "convar.h" #include "filmgrain_vs20.inc" #include "hsl_filmgrain_pass1_ps20.inc" #include "hsl_filmgrain_pass1_ps20b.inc" // // First pass converts from RGB to HSL and tweaks with noise similar to After Effects // BEGIN_VS_SHADER( hsl_filmgrain_pass1, "Help for Film Grain" ) BEGIN_SHADER_PARAMS // Input textures SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( GRAIN, SHADER_PARAM_TYPE_TEXTURE, "", "" ) // Grain parameters to control positioning and noise params SHADER_PARAM( SCALEBIAS, SHADER_PARAM_TYPE_VEC4, "", "Scale and bias for grain placement" ) SHADER_PARAM( HSLNOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" ) END_SHADER_PARAMS SHADER_INIT { LoadTexture( INPUT ); LoadTexture( GRAIN ); } SHADER_FALLBACK { // Requires DX9 + above if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false ); // pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( filmgrain_vs20 ); SET_STATIC_VERTEX_SHADER( filmgrain_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b ); SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 ); SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 ); } } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, INPUT, -1 ); BindTexture( SHADER_SAMPLER1, GRAIN, -1 ); SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, SCALEBIAS ); SetPixelShaderConstant( 0, HSLNOISESCALE ); DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b ); SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 ); SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 ); } } Draw(); } END_SHADER