hl2_src-leak-2017/src/materialsystem/stdshaders/BlurFilterX_dx80.cpp

87 lines
2.3 KiB
C++

//========= 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( BlurFilterX, BlurFilterX_DX80 )
BEGIN_VS_SHADER_FLAGS( BlurFilterX_DX80, "Help for BlurFilterX_DX80", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT
{
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
}
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 );
// The temp buffer is 1/4 back buffer size
ITexture *src_texture=params[BASETEXTURE]->GetTextureValue();
int width = src_texture->GetActualWidth();
float dX = 2.0f / width;
// 4 Tap offsets, expected from pixel center
float v[4][4];
v[0][0] = -1.5f * dX;
v[0][1] = 0;
v[1][0] = -0.5f * dX;
v[1][1] = 0;
v[2][0] = 0.5f * dX;
v[2][1] = 0;
v[3][0] = 1.5f * dX;
v[3][1] = 0;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &v[0][0], 4 );
v[0][0] = v[0][1] = v[0][2] = v[0][3] = 1.0f;
pShaderAPI->SetPixelShaderConstant( 1, v[0], 1 );
pShaderAPI->SetVertexShaderIndex( 0 );
pShaderAPI->SetPixelShaderIndex( 0 );
}
Draw();
}
END_SHADER