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78 lines
2.3 KiB
78 lines
2.3 KiB
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Object space motion blur shader c++ backing file
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//
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//==================================================================================================
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#include "BaseVSShader.h"
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#include "object_motion_blur_vs20.inc"
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#include "object_motion_blur_ps20.inc"
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#include "object_motion_blur_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_VS_SHADER_FLAGS( ObjectMotionBlur, "Object Motion Blur", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( FB_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Full-screen framebuffer to sample from." )
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SHADER_PARAM( VELOCITY_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_SmallHDR0", "Full-screen velocity buffer to sample from." )
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if( params[ FB_TEXTURE ]->IsDefined() )
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{
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LoadTexture( FB_TEXTURE );
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}
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if( params[ VELOCITY_TEXTURE ]->IsDefined() )
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{
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LoadTexture( VELOCITY_TEXTURE );
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}
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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->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
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DECLARE_STATIC_VERTEX_SHADER( object_motion_blur_vs20 );
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SET_STATIC_VERTEX_SHADER( object_motion_blur_vs20 );
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Assert( g_pHardwareConfig->SupportsPixelShaders_2_b() );
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DECLARE_STATIC_PIXEL_SHADER( object_motion_blur_ps20b );
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SET_STATIC_PIXEL_SHADER( object_motion_blur_ps20b );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableSRGBWrite( true );
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}
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DYNAMIC_STATE
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{
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// Bind textures
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BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, FB_TEXTURE );
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BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, VELOCITY_TEXTURE );
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DECLARE_DYNAMIC_VERTEX_SHADER( object_motion_blur_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( object_motion_blur_vs20 );
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Assert( g_pHardwareConfig->SupportsPixelShaders_2_b() );
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DECLARE_DYNAMIC_PIXEL_SHADER( object_motion_blur_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( object_motion_blur_ps20b );
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}
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Draw();
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}
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END_SHADER
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