mirror of
https://github.com/lifestorm/wnsrc.git
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107 lines
3.4 KiB
Lua
107 lines
3.4 KiB
Lua
--[[
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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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| 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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if CLIENT then
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local doblur = GetConVar("cl_tfa_inspection_bokeh")
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local blurdist = GetConVar("cl_tfa_inspection_bokeh_radius")
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local tfablurintensity = 0
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local blur_mat = Material("pp/bokehblur")
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local tab = {}
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tab["$pp_colour_addr"] = 0
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tab["$pp_colour_addg"] = 0
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tab["$pp_colour_addb"] = 0
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tab["$pp_colour_brightness"] = 0
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tab["$pp_colour_contrast"] = 1
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tab["$pp_colour_colour"] = 1
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tab["$pp_colour_mulr"] = 0
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tab["$pp_colour_mulg"] = 0
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tab["$pp_colour_mulb"] = 0
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local function MyDrawBokehDOF()
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render.UpdateScreenEffectTexture()
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render.UpdateFullScreenDepthTexture()
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blur_mat:SetTexture("$BASETEXTURE", render.GetScreenEffectTexture())
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blur_mat:SetTexture("$DEPTHTEXTURE", render.GetResolvedFullFrameDepth())
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blur_mat:SetFloat("$size", tfablurintensity * 6)
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blur_mat:SetFloat("$focus", 0)
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blur_mat:SetFloat("$focusradius", blurdist:GetFloat())
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render.SetMaterial(blur_mat)
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render.DrawScreenQuad()
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end
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local cv_dxlevel = GetConVar("mat_dxlevel")
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local function Render()
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tfablurintensity = 0
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if cv_dxlevel:GetInt() < 90 then return end
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if TFA.DrawingRenderTarget then return end
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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local wep = ply:GetActiveWeapon()
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if not IsValid(wep) or not wep.IsTFAWeapon then return end
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tfablurintensity = wep:GetInspectingProgress()
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if tfablurintensity > 0.01 then
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if doblur and doblur:GetBool() then
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MyDrawBokehDOF()
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end
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tab["$pp_colour_brightness"] = -tfablurintensity * 0.02
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tab["$pp_colour_contrast"] = 1 - tfablurintensity * 0.1
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DrawColorModify(tab)
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end
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end
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local function InitTFABlur()
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hook.Add("PreDrawViewModels", "PreDrawViewModels_TFA_INSPECT", Render)
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local pp_bokeh = GetConVar( "pp_bokeh" )
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hook.Remove("NeedsDepthPass","NeedsDepthPass_Bokeh")
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hook.Add("NeedsDepthPass", "aaaaaaaaaaaaaaaaaaNeedsDepthPass_TFA_Inspect", function()
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if not ( doblur and doblur:GetBool() ) then return end
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if tfablurintensity > 0.01 or ( pp_bokeh and pp_bokeh:GetBool() ) then
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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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end
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hook.Add("InitPostEntity","InitTFABlur",InitTFABlur)
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InitTFABlur()
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end |