Files
HL2Overcharged/materialsystem/stdshaders/gaussian_blur_3x3.cpp
2025-05-21 21:20:08 +03:00

81 lines
2.2 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "ssao_gauss_blur_3x3_vs30.inc"
#include "ssao_gauss_blur_3x3_ps30.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( GAUSSBLUR3X3, "Help for GAUSSBLUR3X3", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Render Target" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
if( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
// Render targets are pegged as sRGB on POSIX, so just force these reads and writes
bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
DECLARE_STATIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
SET_STATIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
DECLARE_STATIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
SET_STATIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
int width = src_texture->GetActualWidth();
int height = src_texture->GetActualHeight();
// Blur amoutns
float dX = 2.0f / width;
float dY = 2.0f / height;
float fTexelSize[2] = { dX, dY };
pShaderAPI->SetPixelShaderConstant( 0, fTexelSize );
DECLARE_DYNAMIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
SET_DYNAMIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
SET_DYNAMIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
}
Draw();
}
END_SHADER