//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "BlurFilter_vs20.inc" #include "BlurFilter_ps20.inc" #include "BlurFilter_ps20b.inc" BEGIN_VS_SHADER_FLAGS( sfm_blurfilterx_shader, "Help for BlurFilterX", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } } SHADER_FALLBACK { // Requires DX9 + above if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { Assert( 0 ); return "Wireframe"; } return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); // Pre-cache shaders blurfilter_vs20_Static_Index vshIndex; pShaderShadow->SetVertexShader( "BlurFilter_vs20", vshIndex.GetIndex() ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20b ); #ifndef _X360 SET_STATIC_PIXEL_SHADER_COMBO( APPROX_SRGB_ADAPTER, 0 ); #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 ); ITexture *src_texture=params[BASETEXTURE]->GetTextureValue(); int width = src_texture->GetActualWidth(); float v[4]; // The temp buffer is 1/4 back buffer size float dX = 1.0f / width; // Tap offsets v[0] = 1.3366f * dX; v[1] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 ); v[0] = 3.4295f * dX; v[1] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, v, 1 ); v[0] = 5.4264f * dX; v[1] = 0.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, v, 1 ); v[0] = 7.4359f * dX; v[1] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, v, 1 ); v[0] = 9.4436f * dX; v[1] = 0.0f; pShaderAPI->SetPixelShaderConstant( 1, v, 1 ); v[0] = 11.4401f * dX; v[1] = 0.0f; pShaderAPI->SetPixelShaderConstant( 2, v, 1 ); v[0] = v[1] = v[2] = v [3]=1.0; pShaderAPI->SetPixelShaderConstant( 3, v, 1 ); pShaderAPI->SetVertexShaderIndex( 0 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { 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