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103 lines
2.8 KiB
103 lines
2.8 KiB
//========= 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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