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//========= Copyright Valve Corporation, 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"
//
// 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 { // Requires DX9 + above
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) { Assert( 0 ); return "Wireframe"; } 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, INPUT, -1 ); BindTexture( SHADER_SAMPLER1, 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
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