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111
lua/tfa/modules/cl_tfa_rtbgblur.lua
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111
lua/tfa/modules/cl_tfa_rtbgblur.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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-- Copyright (c) 2018-2020 TFA Base Devs
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-- Permission is hereby granted, free of charge, to any person obtaining a copy
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-- of this software and associated documentation files (the "Software"), to deal
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-- in the Software without restriction, including without limitation the rights
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-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-- copies of the Software, and to permit persons to whom the Software is
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-- furnished to do so, subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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local FT = FrameTime
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local tfablurintensity = 0
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local cv_3dscopes = GetConVar("cl_tfa_3dscope")
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local cv_mode = CreateClientConVar("cl_tfa_fx_rtscopeblur_mode", "1", true, false)
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local funcs = {}
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local cv_blur_passes = CreateClientConVar("cl_tfa_fx_rtscopeblur_passes", "3", true, false)
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local cv_blur_intensity = CreateClientConVar("cl_tfa_fx_rtscopeblur_intensity", "4", true, false)
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local blurTex = Material("pp/blurscreen")
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funcs[1] = function()
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surface.SetDrawColor(color_white)
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render.SetMaterial(blurTex)
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local passes = cv_blur_passes:GetInt()
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for _ = 1, passes do
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render.UpdateScreenEffectTexture()
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blurTex:SetFloat("$blur", tfablurintensity * cv_blur_intensity:GetFloat() / math.sqrt(passes) )
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blurTex:Recompute()
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render.DrawScreenQuad()
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end
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end
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local blur_mat = Material("pp/bokehblur")
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funcs[2] = function()
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render.UpdateScreenEffectTexture()
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render.UpdateFullScreenDepthTexture()
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blur_mat:SetTexture("$BASETEXTURE", render.GetScreenEffectTexture())
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blur_mat:SetTexture("$DEPTHTEXTURE", render.GetResolvedFullFrameDepth())
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blur_mat:SetFloat("$size", tfablurintensity * cv_blur_intensity:GetFloat() * 1.5 )
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blur_mat:SetFloat("$focus", 0)
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blur_mat:SetFloat("$focusradius", 0.25)
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render.SetMaterial(blur_mat)
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render.DrawScreenQuad()
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end
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hook.Add("PostDrawTranslucentRenderables", "tfa_draw_rt_blur", function()
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if TFA.DrawingRenderTarget then return end
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if not cv_3dscopes:GetBool() then return end
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local mode = cv_mode:GetInt()
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if not isfunction(funcs[mode]) then return end
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local ply = LocalPlayer()
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if not IsValid(ply) or ply:ShouldDrawLocalPlayer() then return end
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local wep = ply:GetActiveWeapon()
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if not IsValid(wep) or not wep.IsTFAWeapon or not wep.GetStat then return end
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if not wep:GetStatL("RTBGBlur") then return end
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if not wep:GetStatL("RTDrawEnabled") and not wep:GetStatL("RTMaterialOverride") and not wep.RTCode then return end
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if wep.GLDeployed and wep:GLDeployed() then
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tfablurintensity = Lerp(FT() * 12.5, tfablurintensity, 0)
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else
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local progress = math.Clamp(wep.CLIronSightsProgress or 0, 0, 1)
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tfablurintensity = Lerp(FT() * 25, tfablurintensity, progress)
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end
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if tfablurintensity > 0.05 then
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funcs[mode]()
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end
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end)
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hook.Add("NeedsDepthPass", "aaaaaaaaaaaaaaaaaaNeedsDepthPass_TJA_IronSight", function()
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if tfablurintensity > 0.05 and cv_mode:GetInt() == 2 then
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if not cv_3dscopes:GetBool() then return end
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DOFModeHack(true)
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return true
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end
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end)
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