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

124 lines
3.0 KiB
C++

//========= 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_blurfiltery_shader, "Help for BlurFilterY", 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 height = src_texture->GetActualHeight();
float v[4];
// The temp buffer is 1/4 back buffer size
float dY = 1.0f / height;
// 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] = 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