sqwarmed/sdk_src/materialsystem/stdshaders/hsl_filmgrain_pass2.cpp

91 lines
2.3 KiB
C++

//========= Copyright © 1996-2005, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "convar.h"
#include "filmgrain_vs20.inc"
#include "hsl_filmgrain_pass2_ps20.inc"
#include "hsl_filmgrain_pass2_ps20b.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//
// Second pass merely converts from HSL back to RGB space, noise was already applied in first pass
//
BEGIN_VS_SHADER( hsl_filmgrain_pass2, "Help for Film Grain" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( INPUT, SHADER_PARAM_TYPE_TEXTURE, "", "" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadTexture( INPUT );
}
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 );
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_pass2_ps20b );
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 );
SET_STATIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 );
}
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, INPUT, -1 );
DECLARE_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
SET_DYNAMIC_VERTEX_SHADER( filmgrain_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b );
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 );
SET_DYNAMIC_PIXEL_SHADER( hsl_filmgrain_pass2_ps20 );
}
}
Draw();
}
END_SHADER