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//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "sfm_ao_blur_vs30.inc"
#include "sfm_ao_blur_ps30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER_FLAGS( sfm_ao_blur_shader, "Help for SFM ambient occlusion blur pass", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( FRONTNDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( AOTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( JITTERSEED, SHADER_PARAM_TYPE_VEC4, "", "" ) END_SHADER_PARAMS
SHADER_INIT { LoadTexture( FRONTNDTEXTURE ); LoadTexture( AOTEXTURE ); } SHADER_FALLBACK { return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableBlending( false ); pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Noise map
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 1, NULL, 0 );
DECLARE_STATIC_VERTEX_SHADER( sfm_ao_blur_vs30 ); SET_STATIC_VERTEX_SHADER( sfm_ao_blur_vs30 );
DECLARE_STATIC_PIXEL_SHADER( sfm_ao_blur_ps30 ); SET_STATIC_PIXEL_SHADER( sfm_ao_blur_ps30 ); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, FRONTNDTEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, AOTEXTURE, -1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; pShaderAPI->SetPixelShaderConstant( 0, vScreenScale, 1 );
float vNoiseOffset[4]; HashShadow2DJitter( params[JITTERSEED]->GetFloatValue(), vNoiseOffset, vNoiseOffset+1 ); pShaderAPI->SetPixelShaderConstant( 1, vNoiseOffset, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( sfm_ao_blur_vs30 ); SET_DYNAMIC_VERTEX_SHADER( sfm_ao_blur_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sfm_ao_blur_ps30 ); SET_DYNAMIC_PIXEL_SHADER( sfm_ao_blur_ps30 );
} Draw(); } END_SHADER
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