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