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blur.cpp
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#include "deferred_includes.h"
#include "tier0/memdbgon.h"
#include "screenspace_vs30.inc"
#include "gaussianblur_6_ps30.inc"
BEGIN_VS_SHADER( GAUSSIAN_BLUR_6, "" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ISVERTICAL, SHADER_PARAM_TYPE_BOOL, "0", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
}
SHADER_INIT
{
Assert( params[ BASETEXTURE ]->IsDefined() );
if ( params[ BASETEXTURE ]->IsDefined() )
LoadTexture( BASETEXTURE );
}
SHADER_FALLBACK
{
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->SetDefaultState();
pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableCulling( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 );
DECLARE_STATIC_VERTEX_SHADER( screenspace_vs30 );
SET_STATIC_VERTEX_SHADER( screenspace_vs30 );
DECLARE_STATIC_PIXEL_SHADER( gaussianblur_6_ps30 );
SET_STATIC_PIXEL_SHADER( gaussianblur_6_ps30 );
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
DECLARE_DYNAMIC_VERTEX_SHADER( screenspace_vs30 );
SET_DYNAMIC_VERTEX_SHADER( screenspace_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( gaussianblur_6_ps30 );
SET_DYNAMIC_PIXEL_SHADER( gaussianblur_6_ps30 );
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
int w, t;
pShaderAPI->GetBackBufferDimensions( w, t );
float fl4[4] = { 4.0f / w, 4.0f / t, 0, 0 };
if ( params[ ISVERTICAL ]->GetIntValueFast() != 0 )
fl4[ 0 ] = 0;
else
fl4[ 1 ] = 0;
pShaderAPI->SetPixelShaderConstant( 0, fl4 );
}
Draw();
}
END_SHADER