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111
lua/postprocess/bloom.lua
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111
lua/postprocess/bloom.lua
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local mat_Downsample = Material( "pp/downsample" )
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mat_Downsample:SetTexture( "$fbtexture", render.GetScreenEffectTexture() )
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local mat_Bloom = Material( "pp/bloom" )
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local tex_Bloom0 = render.GetBloomTex0()
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--[[---------------------------------------------------------
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Register the convars that will control this effect
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-----------------------------------------------------------]]
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local pp_bloom = CreateClientConVar( "pp_bloom", "0", false, false ) -- On/Off
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local pp_bloom_darken = CreateClientConVar( "pp_bloom_darken", "0.65", true, false ) -- Decides the strength of the bloom
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local pp_bloom_multiply = CreateClientConVar( "pp_bloom_multiply", "1.0", true, false ) -- Decides the strength of the bloom
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local pp_bloom_sizex = CreateClientConVar( "pp_bloom_sizex", "4.0", true, false ) -- Horizontal blur size
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local pp_bloom_sizey = CreateClientConVar( "pp_bloom_sizey", "4.0", true, false ) -- Vertical blur size
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local pp_bloom_color = CreateClientConVar( "pp_bloom_color", "2.0", true, false )
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local pp_bloom_color_r = CreateClientConVar( "pp_bloom_color_r", "255", true, false )
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local pp_bloom_color_g = CreateClientConVar( "pp_bloom_color_g", "255", true, false )
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local pp_bloom_color_b = CreateClientConVar( "pp_bloom_color_b", "255", true, false )
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local pp_bloom_passes = CreateClientConVar( "pp_bloom_passes", "4", true, false )
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--[[---------------------------------------------------------
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Can be called from engine or hooks using bloom.Draw
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-----------------------------------------------------------]]
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function DrawBloom( darken, multiply, sizex, sizey, passes, color, colr, colg, colb )
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-- No bloom for crappy gpus
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if ( !render.SupportsPixelShaders_2_0() ) then return end
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-- Copy the backbuffer to the screen effect texture
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render.CopyRenderTargetToTexture( render.GetScreenEffectTexture() )
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-- The downsample material adjusts the contrast
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mat_Downsample:SetFloat( "$darken", darken )
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mat_Downsample:SetFloat( "$multiply", multiply )
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-- Downsample to BloomTexture0
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render.PushRenderTarget( tex_Bloom0 )
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render.SetMaterial( mat_Downsample )
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render.DrawScreenQuad()
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render.BlurRenderTarget( tex_Bloom0, sizex, sizey, passes )
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render.PopRenderTarget()
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mat_Bloom:SetFloat( "$levelr", colr )
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mat_Bloom:SetFloat( "$levelg", colg )
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mat_Bloom:SetFloat( "$levelb", colb )
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mat_Bloom:SetFloat( "$colormul", color )
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mat_Bloom:SetTexture( "$basetexture", tex_Bloom0 )
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render.SetMaterial( mat_Bloom )
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render.DrawScreenQuad()
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end
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--[[---------------------------------------------------------
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The function to draw the bloom (called from the hook)
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-----------------------------------------------------------]]
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hook.Add( "RenderScreenspaceEffects", "RenderBloom", function()
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-- No bloom for crappy gpus
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if ( !render.SupportsPixelShaders_2_0() ) then return end
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if ( !pp_bloom:GetBool() ) then return end
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if ( !GAMEMODE:PostProcessPermitted( "bloom" ) ) then return end
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DrawBloom( pp_bloom_darken:GetFloat(), pp_bloom_multiply:GetFloat(),
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pp_bloom_sizex:GetFloat(), pp_bloom_sizey:GetFloat(),
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pp_bloom_passes:GetFloat(), pp_bloom_color:GetFloat(),
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pp_bloom_color_r:GetFloat() / 255, pp_bloom_color_g:GetFloat() / 255, pp_bloom_color_b:GetFloat() / 255 )
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end )
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list.Set( "PostProcess", "#bloom_pp", {
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icon = "gui/postprocess/bloom.png",
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convar = "pp_bloom",
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category = "#shaders_pp",
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cpanel = function( CPanel )
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CPanel:Help( "#bloom_pp.desc" )
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CPanel:CheckBox( "#bloom_pp.enable", "pp_bloom" )
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local options = {
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pp_bloom_passes = "4",
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pp_bloom_darken = "0.65",
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pp_bloom_multiply = "1.0",
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pp_bloom_sizex = "4.0",
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pp_bloom_sizey = "4.0",
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pp_bloom_color = "2.0",
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pp_bloom_color_r = "255",
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pp_bloom_color_g = "255",
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pp_bloom_color_b = "255"
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}
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CPanel:ToolPresets( "bloom", options )
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CPanel:NumSlider( "#bloom_pp.passes", "pp_bloom_passes", 0, 30, 0 )
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CPanel:NumSlider( "#bloom_pp.darken", "pp_bloom_darken", 0, 1 )
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CPanel:NumSlider( "#bloom_pp.multiply", "pp_bloom_multiply", 0, 5 )
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CPanel:NumSlider( "#bloom_pp.blurx", "pp_bloom_sizex", 0, 50 )
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CPanel:NumSlider( "#bloom_pp.blury", "pp_bloom_sizey", 0, 50 )
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CPanel:NumSlider( "#bloom_pp.multiplier", "pp_bloom_color", 0, 20 )
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CPanel:ColorPicker( "#bloom_pp.color", "pp_bloom_color_r", "pp_bloom_color_g", "pp_bloom_color_b" )
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end
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} )
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