sdk_postprocess

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This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
sdk_postprocess

sdk_postprocess is a sample Shader that was provided with the original Source SDK, it has since been replaced by the current set of SDK Shaders.

This shader applies an overdone sharpen filter to the image.

Warning.pngWarning:This shader relies on deprecated functionality of the materialsystem that has been removed from the Source 2007 SDK and upwards.


sdk_postprocess_ps20.fxc

#include "common_ps_fxc.h"

sampler BaseTextureSampler	: register( s0 );
const HALF sharpenFactor : register( c0 );

struct PS_INPUT
{
	HALF2 vBaseTexCoord0 : TEXCOORD0;
	HALF2 vBaseTexCoord1 : TEXCOORD1;
	HALF2 vBaseTexCoord2 : TEXCOORD2;
	HALF2 vBaseTexCoord3 : TEXCOORD3;
	HALF2 vBaseTexCoord4 : TEXCOORD4;
};

HALF4 main( PS_INPUT i ) : COLOR
{
	HALF4 mainColor = tex2D( BaseTextureSampler, i.vBaseTexCoord1 );

	HALF4 baseColor1 = tex2D( BaseTextureSampler, i.vBaseTexCoord1 );
	HALF4 baseColor2 = tex2D( BaseTextureSampler, i.vBaseTexCoord2 );
	HALF4 baseColor3 = tex2D( BaseTextureSampler, i.vBaseTexCoord3 );
	HALF4 baseColor4 = tex2D( BaseTextureSampler, i.vBaseTexCoord4 );

	HALF4 g = mainColor - (baseColor1 + baseColor2 + baseColor3 + baseColor4) * 0.25;
	return mainColor + g * sharpenFactor;
}

sdk_postprocess_vs20.fxc

#include "common_vs_fxc.h"

struct VS_INPUT
{
	float3 vPos						: POSITION;
	float2 vBaseTexCoord			: TEXCOORD0;
};

struct VS_OUTPUT
{
    float4 vProjPos					: POSITION;	
	float2 vBaseTexCoord0			: TEXCOORD0;
	float2 vBaseTexCoord1			: TEXCOORD1;
	float2 vBaseTexCoord2			: TEXCOORD2;
	float2 vBaseTexCoord3			: TEXCOORD3;
	float2 vBaseTexCoord4			: TEXCOORD4;
};

const float cBlurAmount :  register( SHADER_SPECIFIC_CONST_0 );

VS_OUTPUT main( const VS_INPUT v )
{
	VS_OUTPUT o = ( VS_OUTPUT )0;

	// Project the point.
	float4 vProjPos = mul( float4( v.vPos, 1 ), cModelViewProj );
	o.vProjPos = vProjPos;

	// Pass texture coordinates through to the pixel shader.
	float adj = cBlurAmount;
	
	o.vBaseTexCoord0 = v.vBaseTexCoord;
	o.vBaseTexCoord1 = v.vBaseTexCoord + float2( -adj, adj );
	o.vBaseTexCoord2 = v.vBaseTexCoord + float2( -adj, -adj );
	o.vBaseTexCoord3 = v.vBaseTexCoord + float2( adj, -adj );
	o.vBaseTexCoord4 = v.vBaseTexCoord + float2( adj, adj );

	return o;
}

sdk_postprocess.cpp

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Just about as simple as a shader gets. Specify a vertex
//          and pixel shader, bind textures, and that's it.
//
// $Header: $
// $NoKeywords: $
//=============================================================================//

#include "BaseVSShader.h"
#include "convar.h"

/*

NOTE: this shader needs to be called from the client DLL. You could insert this code at the end of CViewRender::RenderView.

if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{
		// Get whatever material references your postprocess shader.
		IMaterial *pMaterial = materials->FindMaterial( "sdk/sdk_postprocess", TEXTURE_GROUP_CLIENT_EFFECTS, true );
		if ( pMaterial )
		{
				// This copies the contents of the framebuffer (drawn during RenderView) into a texture that your shader can use.
				UpdateScreenEffectTexture( 0 );

				materials->MatrixMode( MATERIAL_PROJECTION );
				materials->PushMatrix();
				materials->LoadIdentity();	

				materials->MatrixMode( MATERIAL_VIEW );
				materials->PushMatrix();
				materials->LoadIdentity();	

				materials->DrawScreenSpaceQuad( pMaterial );

				materials->MatrixMode( MATERIAL_PROJECTION );
				materials->PopMatrix();
				materials->MatrixMode( MATERIAL_VIEW );
				materials->PopMatrix();
		}
}

*/


BEGIN_VS_SHADER( SDK_PostProcess, "Help for SDK_PostProcess" )

	BEGIN_SHADER_PARAMS
		SHADER_PARAM( FILTERSIZE, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
		SHADER_PARAM( SHARPENFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
	END_SHADER_PARAMS

	// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
	SHADER_INIT_PARAMS()
	{
	}

	SHADER_FALLBACK
	{
		return 0;
	}

	bool NeedsFullFrameBufferTexture( IMaterialVar **params ) const
	{
		return true;
	}

	SHADER_INIT
	{
	}

	SHADER_DRAW
	{
		SHADOW_STATE
		{
			// Enable the texture for base texture and lightmap.
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
			pShaderShadow->EnableDepthWrites( false );

			int fmt = VERTEX_POSITION;
			pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0, 0 );

			pShaderShadow->SetVertexShader( "sdk_postprocess_vs20", 0 );
			pShaderShadow->SetPixelShader( "sdk_postprocess_ps20" );

			// Optional, do some blending..
			//pShaderShadow->EnableBlending( true );
			//pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );

			DefaultFog();
		}
		DYNAMIC_STATE
		{
			// Tell it how wide the blur is.
			int width, height;
			pShaderAPI->GetBackBufferDimensions( width, height );

			float v[4] = {0,0,0,0};
			v[0] = params[FILTERSIZE]->GetFloatValue() / width;
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, v, 1 );

			float factor[4];
			factor[0] = params[SHARPENFACTOR]->GetFloatValue();
			factor[1] = factor[2] = factor[3] = factor[0];
			pShaderAPI->SetPixelShaderConstant( 0, factor );

			pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 );
			pShaderAPI->SetVertexShaderIndex( 0 );
		}
		Draw();
	}
END_SHADER