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* Make SpriteBatchSceneObject shaders static, so we don't create them per instance * Avoid per frame shader/material creation in PostProcessing * Avoid per frame shader/material creation in HudPainter * Move a few more compute shaders into static members * Reduce allocations in NormalizeFilename * Reduce string allocations in Material.FromShader
28 lines
667 B
C#
28 lines
667 B
C#
using Sandbox.Rendering;
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namespace Sandbox;
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/// <summary>
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/// Applies a blur effect to the camera.
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/// </summary>
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[Title( "Blur" )]
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[Category( "Post Processing" )]
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[Icon( "lens_blur" )]
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public sealed class Blur : BasePostProcess<Blur>
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{
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[Range( 0, 1 ), Property] public float Size { get; set; } = 1.0f;
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private static readonly Material Shader = Material.FromShader( "shaders/postprocess/pp_blur.shader" );
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public override void Render()
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{
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float size = GetWeighted( x => x.Size );
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if ( size <= 0f ) return;
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Attributes.Set( "size", size );
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var blit = BlitMode.WithBackbuffer( Shader, Stage.BeforePostProcess, 4000, true );
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Blit( blit, "Blur" );
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}
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}
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