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