//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "blurfilter_vs20.inc" #include "blurfilter_ps20.inc" #include "blurfilter_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER_FLAGS( BlurFilterX, "Help for BlurFilterX", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( KERNEL, SHADER_PARAM_TYPE_INTEGER, "0", "Kernel type" ) END_SHADER_PARAMS SHADER_INIT { if( params[BASETEXTURE]->IsDefined() ) { LoadTexture( BASETEXTURE ); } if ( !( params[ KERNEL ]->IsDefined() ) ) { params[ KERNEL ]->SetIntValue( 0 ); } } SHADER_FALLBACK { return 0; } SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false ); DECLARE_STATIC_VERTEX_SHADER( blurfilter_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( KERNEL, params[ KERNEL ]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( blurfilter_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( KERNEL, params[ KERNEL ]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( CLEAR_COLOR, false ); SET_STATIC_PIXEL_SHADER( blurfilter_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( blurfilter_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( KERNEL, params[ KERNEL ]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( CLEAR_COLOR, false ); 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 ); float v[4]; // The temp buffer is 1/4 back buffer size ITexture *src_texture = params[BASETEXTURE]->GetTextureValue(); int width = src_texture->GetActualWidth(); float dX = 1.0f / width; // Tap offsets v[0] = 1.3366f * dX; v[1] = 0.0f; v[2] = 0; v[3] = 0; 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 ); v[0] = v[1] = v[2] = v[3] = 0.0; v[0] = dX; pShaderAPI->SetPixelShaderConstant( 4, v, 1 ); DECLARE_DYNAMIC_VERTEX_SHADER( blurfilter_ps20 ); SET_DYNAMIC_VERTEX_SHADER( blurfilter_ps20 ); 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