--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] local mat_Downsample = Material( "pp/downsample" ) mat_Downsample:SetTexture( "$fbtexture", render.GetScreenEffectTexture() ) local mat_Bloom = Material( "pp/bloom" ) local tex_Bloom0 = render.GetBloomTex0() --[[--------------------------------------------------------- Register the convars that will control this effect -----------------------------------------------------------]] local pp_bloom = CreateClientConVar( "pp_bloom", "0", false, false ) -- On/Off local pp_bloom_darken = CreateClientConVar( "pp_bloom_darken", "0.65", true, false ) -- Decides the strength of the bloom local pp_bloom_multiply = CreateClientConVar( "pp_bloom_multiply", "1.0", true, false ) -- Decides the strength of the bloom local pp_bloom_sizex = CreateClientConVar( "pp_bloom_sizex", "4.0", true, false ) -- Horizontal blur size local pp_bloom_sizey = CreateClientConVar( "pp_bloom_sizey", "4.0", true, false ) -- Vertical blur size local pp_bloom_color = CreateClientConVar( "pp_bloom_color", "2.0", true, false ) local pp_bloom_color_r = CreateClientConVar( "pp_bloom_color_r", "255", true, false ) local pp_bloom_color_g = CreateClientConVar( "pp_bloom_color_g", "255", true, false ) local pp_bloom_color_b = CreateClientConVar( "pp_bloom_color_b", "255", true, false ) local pp_bloom_passes = CreateClientConVar( "pp_bloom_passes", "4", true, false ) --[[--------------------------------------------------------- Can be called from engine or hooks using bloom.Draw -----------------------------------------------------------]] function DrawBloom( darken, multiply, sizex, sizey, passes, color, colr, colg, colb ) -- No bloom for crappy gpus if ( !render.SupportsPixelShaders_2_0() ) then return end -- Copy the backbuffer to the screen effect texture render.CopyRenderTargetToTexture( render.GetScreenEffectTexture() ) -- Store the render target so we can swap back at the end local OldRT = render.GetRenderTarget() -- The downsample material adjusts the contrast mat_Downsample:SetFloat( "$darken", darken ) mat_Downsample:SetFloat( "$multiply", multiply ) -- Downsample to BloomTexture0 render.SetRenderTarget( tex_Bloom0 ) render.SetMaterial( mat_Downsample ) render.DrawScreenQuad() render.BlurRenderTarget( tex_Bloom0, sizex, sizey, passes ) render.SetRenderTarget( OldRT ) mat_Bloom:SetFloat( "$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:AddControl( "Header", { Description = "#bloom_pp.desc" } ) CPanel:AddControl( "CheckBox", { Label = "#bloom_pp.enable", Command = "pp_bloom" } ) local params = { Options = {}, CVars = {}, MenuButton = "1", Folder = "bloom" } params.Options[ "#preset.default" ] = { 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" } params.CVars = table.GetKeys( params.Options[ "#preset.default" ] ) CPanel:AddControl( "ComboBox", params ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.passes", Command = "pp_bloom_passes", Type = "Integer", Min = "0", Max = "30" } ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.darken", Command = "pp_bloom_darken", Type = "Float", Min = "0", Max = "1" } ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.multiply", Command = "pp_bloom_multiply", Type = "Float", Min = "0", Max = "5" } ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.blurx", Command = "pp_bloom_sizex", Type = "Float", Min = "0", Max = "50" } ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.blury", Command = "pp_bloom_sizey", Type = "Float", Min = "0", Max = "50" } ) CPanel:AddControl( "Slider", { Label = "#bloom_pp.multiplier", Command = "pp_bloom_color", Type = "Float", Min = "0", Max = "20" } ) CPanel:AddControl( "Color", { Label = "#bloom_pp.color", Red = "pp_bloom_color_r", Green = "pp_bloom_color_g", Blue = "pp_bloom_color_b", ShowAlpha = "0", ShowHSV = "1", ShowRGB = "1" } ) end } )