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104 lines
2.8 KiB
104 lines
2.8 KiB
5 years ago
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//========= Copyright Valve Corporation, 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 "convar.h"
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#include "filmgrain_vs20.inc"
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#include "hsl_filmgrain_pass1_ps20.inc"
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#include "hsl_filmgrain_pass1_ps20b.inc"
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//
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// First pass converts from RGB to HSL and tweaks with noise similar to After Effects
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//
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BEGIN_VS_SHADER( hsl_filmgrain_pass1, "Help for Film Grain" )
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BEGIN_SHADER_PARAMS
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// Input textures
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SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( GRAIN, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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// Grain parameters to control positioning and noise params
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SHADER_PARAM( SCALEBIAS, SHADER_PARAM_TYPE_VEC4, "", "Scale and bias for grain placement" )
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SHADER_PARAM( HSLNOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
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END_SHADER_PARAMS
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SHADER_INIT
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{
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LoadTexture( INPUT );
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LoadTexture( GRAIN );
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}
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SHADER_FALLBACK
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{
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// Requires DX9 + above
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if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
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{
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Assert( 0 );
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return "Wireframe";
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}
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return 0;
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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->EnableDepthTest( false );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableBlending( false );
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pShaderShadow->EnableCulling( false );
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// pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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int fmt = VERTEX_POSITION;
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pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
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DECLARE_STATIC_VERTEX_SHADER( filmgrain_vs20 );
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SET_STATIC_VERTEX_SHADER( filmgrain_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
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SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
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SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
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}
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, INPUT, -1 );
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BindTexture( SHADER_SAMPLER1, GRAIN, -1 );
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SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, SCALEBIAS );
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SetPixelShaderConstant( 0, HSLNOISESCALE );
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DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
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}
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}
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Draw();
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}
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END_SHADER
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