You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
93 lines
2.2 KiB
93 lines
2.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//============================================================================= |
|
|
|
#include "BaseVSShader.h" |
|
#include "convar.h" |
|
#include "filmgrain_vs20.inc" |
|
#include "hsl_filmgrain_pass2_ps20.inc" |
|
#include "hsl_filmgrain_pass2_ps20b.inc" |
|
|
|
|
|
// |
|
// Second pass merely converts from HSL back to RGB space, noise was already applied in first pass |
|
// |
|
|
|
BEGIN_VS_SHADER( hsl_filmgrain_pass2, "Help for Film Grain" ) |
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" ) |
|
|
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT |
|
{ |
|
LoadTexture( INPUT ); |
|
} |
|
|
|
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 ); |
|
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_pass2_ps20b ); |
|
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); |
|
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); |
|
} |
|
} |
|
|
|
DYNAMIC_STATE |
|
{ |
|
BindTexture( SHADER_SAMPLER0, INPUT, -1 ); |
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); |
|
SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 ); |
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
END_SHADER |
|
|
|
|
|
|