Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "motion_blur_vs20.inc"
#include "motion_blur_ps20.inc"
#include "motion_blur_ps20b.inc"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar mat_motion_blur_percent_of_screen_max( "mat_motion_blur_percent_of_screen_max", "4.0" );
DEFINE_FALLBACK_SHADER( MotionBlur, MotionBlur_dx9 )
BEGIN_VS_SHADER_FLAGS( MotionBlur_dx9, "Motion Blur", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( MOTIONBLURINTERNAL, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0]", "Internal motion blur value set by proxy" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_FALLBACK
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "Wireframe";
}
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE, IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs() ? TEXTUREFLAGS_SRGB : 0 );
}
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
// On OpenGL OSX, we must do sRGB reads and writes since these render targets are tagged as such
bool bForceSRGBReadsAndWrites = IsOSX() && g_pHardwareConfig->CanDoSRGBReadFromRTs();
// NOTE: sRGB is disabled because of the NV8800 brokenness
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bForceSRGBReadsAndWrites );
pShaderShadow->EnableSRGBWrite( bForceSRGBReadsAndWrites );
DECLARE_STATIC_VERTEX_SHADER( motion_blur_vs20 );
SET_STATIC_VERTEX_SHADER( motion_blur_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20b );
SET_STATIC_PIXEL_SHADER( motion_blur_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( motion_blur_ps20 );
SET_STATIC_PIXEL_SHADER( motion_blur_ps20 );
}
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
SET_DYNAMIC_VERTEX_SHADER( motion_blur_vs20 );
// Bind textures
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
// Get texture dimensions
ITexture *src_texture = params[BASETEXTURE]->GetTextureValue();
//int flTextureWidth = src_texture->GetActualWidth();
int flTextureHeight = src_texture->GetActualHeight();
// Percent of screen clamp
float vConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vConst[0] = mat_motion_blur_percent_of_screen_max.GetFloat() / 100.0f;
pShaderAPI->SetPixelShaderConstant( 0, vConst, 1 );
// Set values from material proxy
pShaderAPI->SetPixelShaderConstant( 1, params[MOTIONBLURINTERNAL]->GetVecValue(), 1 );
// Quality based on screen resolution height
int nQuality = 1;
if ( flTextureHeight >= 1080 ) // 1080p and higher
nQuality = 3;
else if ( flTextureHeight >= 720 ) // 720p to 1080p
nQuality = 2;
else // Lower resolution than 720p
nQuality = 1;
if ( fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[0] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[1] ) +
fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[2] ) + fabs( params[MOTIONBLURINTERNAL]->GetVecValue()[3] ) == 0.0f )
{
// No motion blur this frame, so force quality to 0
nQuality = 0;
}
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( QUALITY, nQuality );
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( QUALITY, nQuality );
SET_DYNAMIC_PIXEL_SHADER( motion_blur_ps20 );
}
}
Draw();
}
END_SHADER