Counter Strike : Global Offensive Source Code
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//========== Copyright © 2005, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#ifndef VIEWPOSTPROCESS_H
#define VIEWPOSTPROCESS_H
#if defined( _WIN32 )
#pragma once
#endif
#include "postprocess_shared.h"
struct RenderableInstance_t;
bool DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false );
bool DoImageSpaceMotionBlur( const CViewSetup &view );
bool IsDepthOfFieldEnabled();
void DoDepthOfField( const CViewSetup &view );
void BlurEntity( IClientRenderable *pRenderable, bool bPreDraw, int drawFlags, const RenderableInstance_t &instance, const CViewSetup &view, int x, int y, int w, int h );
void UpdateMaterialSystemTonemapScalar();
float GetCurrentTonemapScale();
void SetOverrideTonemapScale( bool bEnableOverride, float flTonemapScale );
void SetOverridePostProcessingDisable( bool bForceOff );
void DoBlurFade( float flStrength, float flDesaturate, int x, int y, int w, int h );
void SetPostProcessParams( const PostProcessParameters_t *pPostProcessParameters );
void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate );
#ifdef IRONSIGHT
bool ApplyIronSightScopeEffect( int x, int y, int w, int h, CViewSetup *viewSetup, bool bPreparationStage );
#endif
#endif // VIEWPOSTPROCESS_H