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March 20, 2020 16:48
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| // ---------------------------------------------------------------------------- | |
| // CHROMATICABERRATION.CPP | |
| // | |
| // This file defines the C++ component of the chromatic aberration post processing shader. | |
| // ---------------------------------------------------------------------------- | |
| #include "BaseVSShader.h" | |
| #include "SDK_screenspaceeffect_vs20.inc" | |
| #include "chromatic_aberration_ps20.inc" | |
| #include "chromatic_aberration_ps20b.inc" | |
| BEGIN_SHADER( ChromaticAberration, "Adds a little color displacement at the screen borders" ) | |
| BEGIN_SHADER_PARAMS | |
| SHADER_PARAM( FBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "_rt_FullFrameFB", "Framebuffer texture." ) | |
| SHADER_PARAM( AMOUNT, SHADER_PARAM_TYPE_FLOAT, "0.002", "Amount of color displacement" ) | |
| END_SHADER_PARAMS | |
| SHADER_INIT | |
| { | |
| if( params[FBTEXTURE]->IsDefined() ) { | |
| LoadTexture( FBTEXTURE ); | |
| } | |
| if( !params[AMOUNT]->IsDefined() ) { | |
| params[AMOUNT]->SetFloatValue( 0.002 ); | |
| } | |
| } | |
| bool NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame /* = true */ ) const | |
| { | |
| return true; | |
| } | |
| SHADER_FALLBACK | |
| { | |
| // Requires DX9 + above | |
| if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { | |
| Assert( 0 ); | |
| return "Wireframe"; | |
| } | |
| return 0; | |
| } | |
| SHADER_DRAW | |
| { | |
| SHADOW_STATE | |
| { | |
| pShaderShadow->EnableDepthWrites( false ); | |
| pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); | |
| int fmt = VERTEX_POSITION; | |
| pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 ); | |
| // Pre-cache shaders | |
| DECLARE_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); | |
| SET_STATIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); | |
| if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { | |
| DECLARE_STATIC_PIXEL_SHADER( chromatic_aberration_ps20b ); | |
| SET_STATIC_PIXEL_SHADER( chromatic_aberration_ps20b ); | |
| } | |
| else { | |
| DECLARE_STATIC_PIXEL_SHADER( chromatic_aberration_ps20 ); | |
| SET_STATIC_PIXEL_SHADER( chromatic_aberration_ps20 ); | |
| } | |
| } | |
| DYNAMIC_STATE | |
| { | |
| // $FBTEXTURE | |
| BindTexture( SHADER_SAMPLER0, FBTEXTURE, -1 ); | |
| // $AMOUNT | |
| float c0 = params[AMOUNT]->GetFloatValue(); | |
| pShaderAPI->SetPixelShaderConstant( 0, &c0, 1 ); | |
| DECLARE_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); | |
| SET_DYNAMIC_VERTEX_SHADER( sdk_screenspaceeffect_vs20 ); | |
| if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { | |
| DECLARE_DYNAMIC_PIXEL_SHADER( chromatic_aberration_ps20b ); | |
| SET_DYNAMIC_PIXEL_SHADER( chromatic_aberration_ps20b ); | |
| } | |
| else { | |
| DECLARE_DYNAMIC_PIXEL_SHADER( chromatic_aberration_ps20 ); | |
| SET_DYNAMIC_PIXEL_SHADER( chromatic_aberration_ps20 ); | |
| } | |
| } | |
| Draw(); | |
| } | |
| END_SHADER |
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