Counter Strike : Global Offensive Source Code
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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