You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
101 lines
2.8 KiB
101 lines
2.8 KiB
//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================
|
|
|
|
#include "BaseVSShader.h"
|
|
#include "convar.h"
|
|
#include "filmgrain_vs20.inc"
|
|
#include "hsl_filmgrain_pass1_ps20.inc"
|
|
#include "hsl_filmgrain_pass1_ps20b.inc"
|
|
|
|
// NOTE: This has to be the last file included!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
//
|
|
// First pass converts from RGB to HSL and tweaks with noise similar to After Effects
|
|
//
|
|
|
|
BEGIN_VS_SHADER( hsl_filmgrain_pass1, "Help for Film Grain" )
|
|
BEGIN_SHADER_PARAMS
|
|
// Input textures
|
|
SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
SHADER_PARAM( GRAIN, SHADER_PARAM_TYPE_TEXTURE, "", "" )
|
|
|
|
// Grain parameters to control positioning and noise params
|
|
SHADER_PARAM( SCALEBIAS, SHADER_PARAM_TYPE_VEC4, "", "Scale and bias for grain placement" )
|
|
SHADER_PARAM( HSLNOISESCALE, SHADER_PARAM_TYPE_VEC4, "", "Strength of film grain" )
|
|
|
|
END_SHADER_PARAMS
|
|
|
|
SHADER_INIT
|
|
{
|
|
LoadTexture( INPUT );
|
|
LoadTexture( GRAIN );
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
SHADOW_STATE
|
|
{
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
pShaderShadow->EnableDepthTest( false );
|
|
pShaderShadow->EnableAlphaWrites( false );
|
|
pShaderShadow->EnableBlending( false );
|
|
pShaderShadow->EnableCulling( false );
|
|
// pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
|
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
int fmt = VERTEX_POSITION;
|
|
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( filmgrain_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( filmgrain_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
|
|
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
|
|
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
|
|
}
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, INPUT, -1 );
|
|
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, GRAIN, -1 );
|
|
|
|
SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, SCALEBIAS );
|
|
|
|
SetPixelShaderConstant( 0, HSLNOISESCALE );
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass1_ps20 );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
END_SHADER
|