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