#include
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
string ScriptOutput = "color";
string Script = "Technique=Main;";
> = 0.8; // version #
float4 ClearColor <
string UIWidget = "color";
string UIName = "Background";
> = {0.1,0.1,0.1,0.0};
float ClearDepth = 1.0;
///////////////////////////////////////////////////////////
/////////////////////////////////////// Textures //////////
///////////////////////////////////////////////////////////
DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"A8R8G8B8")
DECLARE_QUAD_TEX(DTex0,DSamp0,"A8R8G8B8")
DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer,"D24S8")
///////////////////////////////////////////////////////////
/////////////////////////////////////// Tweakables ////////
///////////////////////////////////////////////////////////
// #define SHIFT_MAX 0.01f
#define SHIFT_MAX 0.10f
#define SHIFT_MIN (-SHIFT_MAX)
#define ROT_MAX 10.0f
#define ROT_MIN (-ROT_MAX)
float OffCx <
string UIWidget = "slider";
string UIName = "Cyan X Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = 0.002f;
float OffCy <
string UIWidget = "slider";
string UIName = "Cyan Y Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = 0.0f;
float OffCr <
string UIWidget = "slider";
string UIName = "Cyan Rotation";
float UIMin = ROT_MIN;
float UIMax = ROT_MAX;
float UIStep = 0.01;
> = 0.0f;
float OffMx <
string UIWidget = "slider";
string UIName = "Magenta X Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = 0.0f;
float OffMy <
string UIWidget = "slider";
string UIName = "Magenta Y Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = 0.001f;
float OffMr <
string UIWidget = "slider";
string UIName = "Magenta Rotation";
float UIMin = ROT_MIN;
float UIMax = ROT_MAX;
float UIStep = 0.01f;
> = 0.0f;
float OffYx <
string UIWidget = "slider";
string UIName = "Yellow X Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = -0.003f;
float OffYy <
string UIWidget = "slider";
string UIName = "Yellow Y Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = -0.001f;
float OffYr <
string UIWidget = "slider";
string UIName = "Yellow Rotation";
float UIMin = ROT_MIN;
float UIMax = ROT_MAX;
float UIStep = 0.01f;
> = 0.0f;
float OffKx <
string UIWidget = "slider";
string UIName = "Black (K) X Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = 0.0f;
float OffKy <
string UIWidget = "slider";
string UIName = "Black (K) Y Offset";
float UIMin = SHIFT_MIN;
float UIMax = SHIFT_MAX;
float UIStep = 0.001f;
> = -0.015f;
float OffKr <
string UIWidget = "slider";
string UIName = "Black (K) Rotation";
float UIMin = ROT_MIN;
float UIMax = ROT_MAX;
float UIStep = 0.01f;
> = 0.0f;
static QUAD_REAL2 COffset = QUAD_REAL2(OffCx,OffCy);
static QUAD_REAL2 MOffset = QUAD_REAL2(OffMx,OffMy);
static QUAD_REAL2 YOffset = QUAD_REAL2(OffYx,OffYy);
static QUAD_REAL2 KOffset = QUAD_REAL2(OffKx,OffKy);
static QUAD_REAL2 CRot = QUAD_REAL2(cos(radians(OffCr)),sin(radians(OffCr)));
static QUAD_REAL2 MRot = QUAD_REAL2(cos(radians(OffMr)),sin(radians(OffMr)));
static QUAD_REAL2 YRot = QUAD_REAL2(cos(radians(OffYr)),sin(radians(OffYr)));
static QUAD_REAL2 KRot = QUAD_REAL2(cos(radians(OffKr)),sin(radians(OffKr)));
//////////////////////////////////////////////////////
////////////////////////////////// vertex shader /////
//////////////////////////////////////////////////////
struct SplitVertexOutput {
QUAD_REAL4 Position : POSITION;
QUAD_REAL2 UV0 : TEXCOORD0;
QUAD_REAL2 UV1 : TEXCOORD1;
QUAD_REAL2 UV2 : TEXCOORD2;
QUAD_REAL2 UV3 : TEXCOORD3;
};
// utility
const QUAD_REAL2 CenterPt = QUAD_REAL2(0.5,0.5);
QUAD_REAL2 misalign(QUAD_REAL2 Orig,QUAD_REAL2 Off, QUAD_REAL2 Rot)
{
QUAD_REAL2 m = Orig + Off - CenterPt;
QUAD_REAL2 tilt = QUAD_REAL2(m.x*Rot.x - m.y*Rot.y,
m.y*Rot.x + m.x*Rot.y);
return (tilt+CenterPt);
}
SplitVertexOutput SplitVS(
QUAD_REAL3 Position : POSITION,
QUAD_REAL3 TexCoord : TEXCOORD0
) {
SplitVertexOutput OUT = (SplitVertexOutput)0;
OUT.Position = QUAD_REAL4(Position, 1);
#ifdef NO_TEXEL_OFFSET
QUAD_REAL2 base = TexCoord.xy;
#else /* NO_TEXEL_OFFSET */
QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y));
QUAD_REAL2 base = QUAD_REAL2(TexCoord.xy+off);
#endif /* NO_TEXEL_OFFSET */
OUT.UV0 = misalign(base,COffset,CRot);
OUT.UV1 = misalign(base,MOffset,MRot);
OUT.UV2 = misalign(base,YOffset,YRot);
OUT.UV3 = misalign(base,KOffset,KRot);
return OUT;
}
//////////////////////////////////////////////////////
/////////////////////////////////// pixel shader /////
//////////////////////////////////////////////////////
QUAD_REAL4 SeparatePS(QuadVertexOutput IN) : COLOR
{
CREAL3 rgb = tex2D(SceneSampler, IN.UV).xyz;
CREAL4 cmyk = rgb2cmyk(rgb);
return QUAD_REAL4(cmyk);
}
QUAD_REAL4 SplitPS(SplitVertexOutput IN) : COLOR
{
CREAL c = tex2D(DSamp0, IN.UV0).x;
CREAL m = tex2D(DSamp0, IN.UV1).y;
CREAL y = tex2D(DSamp0, IN.UV2).z;
CREAL k = tex2D(DSamp0, IN.UV3).w;
CREAL4 cmyk = CREAL4(c,m,y,k);
CREAL3 rgb = cmyk2rgb(cmyk);
return QUAD_REAL4(rgb.xyz,1);
}
/////////////////////////////////////////////////
////////////////////////////////////////////////////////////
/////////////////////////////////////// techniques /////////
////////////////////////////////////////////////////////////
technique Main <
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
string ScriptOutput = "color";
string Script =
"RenderColorTarget0=SceneTexture;"
"RenderDepthStencilTarget=DepthBuffer;"
"ClearSetColor=ClearColor;"
"ClearSetDepth=ClearDepth;"
"Clear=Color;"
"Clear=Depth;"
"ScriptExternal=color;"
"Pass=Convert;"
"Pass=Split;";
> {
pass Convert <
string Script = "RenderColorTarget0=DTex0;"
"Draw=Buffer;";
> {
VertexShader = compile vs_2_0 ScreenQuadVS();
ZEnable = false;
AlphaBlendEnable = false;
PixelShader = compile ps_2_a SeparatePS();
}
pass Split <
string Script = "RenderColorTarget0=;"
"RenderDepthStencilTarget=;"
"Draw=Buffer;";
> {
VertexShader = compile vs_2_0 SplitVS();
ZEnable = false;
AlphaBlendEnable = false;
PixelShader = compile ps_2_a SplitPS();
}
}
]]>; \
sampler SampName = sampler_state { \
texture = ; \
AddressU = AddrMode; \
AddressV = AddrMode; \
MipFilter = LINEAR; \
MinFilter = LINEAR; \
MagFilter = LINEAR; \
};
//
// Simple 2D File Textures
//
// example usage: FILE_TEXTURE_2D(GlowMap,GlowSampler,"myfile.dds")
//
#define FILE_TEXTURE_2D(TextureName,SamplerName,Diskfile) FILE_TEXTURE_2D_MODAL(TextureName,SamplerName,(Diskfile),WRAP)
//
// Use this variation of DECLARE_QUAD_TEX() if you want a *scaled* render target
//
// example usage: DECLARE_SIZED_QUAD_TEX(GlowMap,GlowSampler,"A8R8G8B8",1.0)
#define DECLARE_SIZED_QUAD_TEX(TexName,SampName,PixFmt,Multiple) texture TexName : RENDERCOLORTARGET < \
float2 ViewPortRatio = {Multiple,Multiple}; \
int MipLevels = 1; \
string Format = PixFmt ; \
string UIWidget = "None"; \
>; \
sampler SampName = sampler_state { \
texture = ; \
AddressU = CLAMP; \
AddressV = CLAMP; \
MipFilter = POINT; \
MinFilter = LINEAR; \
MagFilter = LINEAR; \
};
//
// Use this macro to easily declare typical color render targets
//
// example usage: DECLARE_QUAD_TEX(ObjMap,ObjSampler,"A8R8G8B8")
#define DECLARE_QUAD_TEX(TextureName,SamplerName,PixelFormat) DECLARE_SIZED_QUAD_TEX(TextureName,SamplerName,(PixelFormat),1.0)
//
// Use this macro to easily declare variable-sized depth render targets
//
// example usage: DECLARE_SIZED_QUAD_DEPTH_BUFFER(DepthMap,"D24S8",0.5)
#define DECLARE_SIZED_QUAD_DEPTH_BUFFER(TextureName,PixelFormat,Multiple) texture TextureName : RENDERDEPTHSTENCILTARGET < \
float2 ViewPortRatio = {Multiple,Multiple}; \
string Format = (PixelFormat); \
string UIWidget = "None"; \
>;
//
// Use this macro to easily declare typical depth render targets
//
// example usage: DECLARE_QUAD_DEPTH_BUFFER(DepthMap,"D24S8")
#define DECLARE_QUAD_DEPTH_BUFFER(TexName,PixFmt) DECLARE_SIZED_QUAD_DEPTH_BUFFER(TexName,PixFmt,1.0)
//
// declare exact-sized arbitrary texture
//
// example usage: DECLARE_SIZED_TEX(BlahMap,BlahSampler,"R32F",128,1)
#define DECLARE_SIZED_TEX(Tex,Samp,Fmt,Wd,Ht) texture Tex : RENDERCOLORTARGET < \
float2 Dimensions = { Wd, Ht }; \
string Format = Fmt ; \
string UIWidget = "None"; \
int miplevels=1;\
>; \
sampler Samp = sampler_state { \
texture = ; \
AddressU = CLAMP; \
AddressV = CLAMP; \
MipFilter = NONE; \
MinFilter = LINEAR; \
MagFilter = LINEAR; \
};
//
// declare exact-sized square texture, as for shadow maps
//
// example usage: DECLARE_SQUARE_QUAD_TEX(ShadMap,ShadObjSampler,"A16R16G16B16F",512)
#define DECLARE_SQUARE_QUAD_TEX(TexName,SampName,PixFmt,Size) DECLARE_SIZED_TEX(TexName,SampName,(PixFmt),Size,Size)
//
// likewise for shadow depth targets
//
// example usage: DECLARE_SQUARE_QUAD_DEPTH_BUFFER(ShadDepth,"D24S8",512)
#define DECLARE_SQUARE_QUAD_DEPTH_BUFFER(TextureName,PixelFormat,Size) texture TextureName : RENDERDEPTHSTENCILTARGET < \
float2 Dimensions = { Size, Size }; \
string Format = (PixelFormat) ; \
string UIWidget = "None"; \
>;
////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////// Utility Functions ////////
////////////////////////////////////////////////////////////////////////////
//
// Scale inputs for use with texture-based lookup tables. A value ranging from zero to one needs
// a slight scaling and offset to be sure to point at the centers of the first and last pixels
// of that lookup texture. Pass the integer size of the table in TableSize
// For now we'll assume that all tables are 1D, square, or cube-shaped -- all axes of equal size
//
// Cost of this operation for pixel shaders: two const-register
// entries and a MAD (one cycle)
QUAD_REAL scale_lookup(QUAD_REAL Value,const QUAD_REAL TableSize)
{
QUAD_REAL scale = ((TableSize - 1.0)/TableSize);
QUAD_REAL shift = (0.5 / TableSize);
return (scale*Value + shift);
}
QUAD_REAL2 scale_lookup(QUAD_REAL2 Value,const QUAD_REAL TableSize)
{
QUAD_REAL scale = ((TableSize - 1.0)/TableSize);
QUAD_REAL shift = (0.5 / TableSize);
return (scale.xx*Value + shift.xx);
}
QUAD_REAL3 scale_lookup(QUAD_REAL3 Value,const QUAD_REAL TableSize)
{
QUAD_REAL scale = ((TableSize - 1.0)/TableSize);
QUAD_REAL shift = (0.5 / TableSize);
return (scale.xxx*Value + shift.xxx);
}
// pre-multiply and un-pre-mutliply functions. The precision
// of thse operatoions is often limited to 8-bit so don't
// always count on them!
// The macro value of NV_ALPHA_EPSILON, if defined, is used to
// avoid IEEE "NaN" values that may occur when erroneously
// dividing by a zero alpha (thanks to Pete Warden @ Apple
// Computer for the suggestion in GPU GEMS II)
// multiply color by alpha to turn an un-premultipied
// pixel value into a premultiplied one
QUAD_REAL4 premultiply(QUAD_REAL4 C)
{
return QUAD_REAL4((C.w*C.xyz),C.w);
}
#define NV_ALPHA_EPSILON 0.0001
// given a premultiplied pixel color, try to undo the premultiplication.
// beware of precision errors
QUAD_REAL4 unpremultiply(QUAD_REAL4 C)
{
#ifdef NV_ALPHA_EPSILON
QUAD_REAL a = C.w + NV_ALPHA_EPSILON;
return QUAD_REAL4((C.xyz / a),C.w);
#else /* ! NV_ALPHA_EPSILON */
return QUAD_REAL4((C.xyz / C.w),C.w);
#endif /* ! NV_ALPHA_EPSILON */
}
/////////////////////////////////////////////////////////////////////////////////////
// Structure Declaration ////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
struct QuadVertexOutput {
QUAD_REAL4 Position : POSITION;
QUAD_REAL2 UV : TEXCOORD0;
};
/////////////////////////////////////////////////////////////////////////////////////
// Hidden tweakables declared by this .fxh file /////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
#ifndef NO_TEXEL_OFFSET
#ifdef TWEAKABLE_TEXEL_OFFSET
QUAD_REAL QuadTexOffset = 0.5;
#else /* !TWEAKABLE_TEXEL_OFFSET */
QUAD_REAL QuadTexOffset < string UIWidget="None"; > = 0.5;
#endif /* !TWEAKABLE_TEXEL_OFFSET */
QUAD_REAL2 QuadScreenSize : VIEWPORTPIXELSIZE < string UIWidget="None"; >;
#endif /* NO_TEXEL_OFFSET */
////////////////////////////////////////////////////////////
////////////////////////////////// vertex shaders //////////
////////////////////////////////////////////////////////////
QuadVertexOutput ScreenQuadVS(
QUAD_REAL3 Position : POSITION,
QUAD_REAL3 TexCoord : TEXCOORD0
) {
QuadVertexOutput OUT;
OUT.Position = QUAD_REAL4(Position, 1);
#ifdef NO_TEXEL_OFFSET
OUT.UV = TexCoord.xy;
#else /* NO_TEXEL_OFFSET */
QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y));
OUT.UV = QUAD_REAL2(TexCoord.xy+off);
#endif /* NO_TEXEL_OFFSET */
return OUT;
}
//////////////////////////////////////////////////////
////////////////////////////////// pixel shaders /////
//////////////////////////////////////////////////////
// add glow on top of model
QUAD_REAL4 TexQuadPS(QuadVertexOutput IN,uniform sampler2D InputSampler) : COLOR
{
QUAD_REAL4 texCol = tex2D(InputSampler, IN.UV);
return texCol;
}
QUAD_REAL4 TexQuadBiasPS(QuadVertexOutput IN,uniform sampler2D InputSampler,QUAD_REAL TBias) : COLOR
{
QUAD_REAL4 texCol = tex2Dbias(InputSampler, QUAD_REAL4(IN.UV,0,TBias));
return texCol;
}
//////////////////////////////////////////////////////////////////
/// Macros to define passes within Techniques ////////////////////
//////////////////////////////////////////////////////////////////
// older HLSL syntax
#define TEX_TECH(TechName,SamplerName) technique TechName { \
pass TexturePass { \
VertexShader = compile vs_2_0 ScreenQuadVS(); \
AlphaBlendEnable = false; ZEnable = false; \
PixelShader = compile ps_2_a TexQuadPS(SamplerName); } }
#define TEX_BLEND_TECH(TechName,SamplerName) technique TechName { \
pass TexturePass { \
VertexShader = compile vs_2_0 ScreenQuadVS(); \
ZEnable = false; AlphaBlendEnable = true; \
SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; \
PixelShader = compile ps_2_a TexQuadPS(SamplerName); } }
// newer HLSL syntax
#define TEX_TECH2(TechName,SamplerName,TargName) technique TechName { \
pass TexturePass < \
string ScriptFunction = "RenderColorTarget0=" (TargName) ";" \
"DrawInternal=Buffer;"; \
> { \
VertexShader = compile vs_2_0 ScreenQuadVS(); \
AlphaBlendEnable = false; ZEnable = false; \
PixelShader = compile ps_2_a TexQuadPS(SamplerName); } }
#define TEX_BLEND_TECH2(TechName,SamplerName) technique TechName { \
pass TexturePass < \
string ScriptFunction = "RenderColorTarget0=" (TargName) ";" \
"DrawInternal=Buffer;"; \
> { \
VertexShader = compile vs_2_0 ScreenQuadVS(); \
ZEnable = false; AlphaBlendEnable = true; \
SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; \
PixelShader = compile ps_2_a TexQuadPS(SamplerName); } }
#endif /* _QUAD_FXH */
////////////// eof ///
]]>
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "scene";
string ScriptOrder = "preprocess";
string ScriptOutput = "color";
string Script = "Technique=TexBg;";
> = 0.8; // version #
float ClearDepth = 1.0;
///////// Textures ///////////////
texture BgTexture
<
string ResourceName = "Veggie.dds";
string ResourceType = "2D";
string UIName = "Background Texture";
>;
sampler2D BgSampler = sampler_state
{
Texture = ;
MinFilter = Point;
MagFilter = Point;
MipFilter = None;
};
////////////////////////
technique TexBg <
string Script =
"ClearSetDepth=ClearDepth;"
"Clear=Depth;"
"Pass=Bg;"
"ScriptExternal=Scene;";
> {
pass Bg <
string Script = "Draw=Buffer;";
> {
VertexShader = compile vs_1_1 ScreenQuadVS();
AlphaBlendEnable = false;
ZEnable = false;
PixelShader = compile ps_1_1 TexQuadPS(BgSampler);
}
}
/***************************** eof ***/
]]>