mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "BaseVSShader.h"
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#include "ssao_gauss_blur_3x3_vs30.inc"
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#include "ssao_gauss_blur_3x3_ps30.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( GAUSSBLUR3X3, "Help for GAUSSBLUR3X3", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Render Target" )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if( params[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE );
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}
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}
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SHADER_DRAW
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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// Render targets are pegged as sRGB on POSIX, so just force these reads and writes
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bool bForceSRGBReadAndWrite = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadAndWrite );
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pShaderShadow->EnableSRGBWrite( bForceSRGBReadAndWrite );
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DECLARE_STATIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
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SET_STATIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
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SET_STATIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, -1 );
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ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
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int width = src_texture->GetActualWidth();
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int height = src_texture->GetActualHeight();
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// Blur amoutns
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float dX = 2.0f / width;
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float dY = 2.0f / height;
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float fTexelSize[2] = { dX, dY };
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pShaderAPI->SetPixelShaderConstant( 0, fTexelSize );
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DECLARE_DYNAMIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( ssao_gauss_blur_3x3_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( ssao_gauss_blur_3x3_ps30 );
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}
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Draw();
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}
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END_SHADER |