= 0.8;
///////////////////////////////////////////////////////////
/////////////////////////////////////// Tweakables ////////
///////////////////////////////////////////////////////////
float SceneIntensity <
string UIName = "Scene intensity";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 2.0f;
float UIStep = 0.1f;
> = 0.5f;
float GlowIntensity <
string UIName = "Glow intensity";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 2.0f;
float UIStep = 0.1f;
> = 0.5f;
float HighlightThreshold <
string UIName = "Highlight threshold";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 1.0f;
float UIStep = 0.1f;
> = 0.9f;
float HighlightIntensity <
string UIName = "Highlight intensity";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 10.0f;
float UIStep = 0.1f;
> = 0.5f;
///////////////////////////////////////////////////////////
///////////////////////////// Render-to-Texture Data //////
///////////////////////////////////////////////////////////
float2 WindowSize : VIEWPORTPIXELSIZE < string UIWidget = "none"; >;
float downsampleScale = 0.25;
float BlurWidth <
string UIName = "Blur width";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 10.0f;
float UIStep = 0.5f;
> = 2.0f;
texture SceneMap : RENDERCOLORTARGET
<
float2 ViewportRatio = { 1.0, 1.0 };
int MIPLEVELS = 1;
string format = "X8R8G8B8";
>;
texture DepthMap : RENDERDEPTHSTENCILTARGET
<
float2 ViewportRatio = { 1.0, 1.0 };
string format = "D24S8";
>;
sampler SceneSampler = sampler_state
{
texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
texture DownsampleMap : RENDERCOLORTARGET
<
float2 ViewportRatio = { 0.25, 0.25 };
int MIPLEVELS = 1;
string format = "A8R8G8B8";
>;
sampler DownsampleSampler = sampler_state
{
texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
texture HBlurMap : RENDERCOLORTARGET
<
float2 ViewportRatio = { 0.25, 0.25 };
int MIPLEVELS = 1;
string format = "A8R8G8B8";
>;
sampler HBlurSampler = sampler_state
{
texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
texture FinalBlurMap : RENDERCOLORTARGET
<
float2 ViewportRatio = { 0.25, 0.25 };
int MIPLEVELS = 1;
string format = "A8R8G8B8";
>;
sampler FinalBlurSampler = sampler_state
{
texture = ;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
///////////////////////////////////////////////////////////
/////////////////////////////////// data structures ///////
///////////////////////////////////////////////////////////
struct VS_OUTPUT_BLUR
{
float4 Position : POSITION;
float2 TexCoord[8]: TEXCOORD0;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
};
struct VS_OUTPUT_DOWNSAMPLE
{
float4 Position : POSITION;
float2 TexCoord[4]: TEXCOORD0;
};
////////////////////////////////////////////////////////////
////////////////////////////////// vertex shaders //////////
////////////////////////////////////////////////////////////
// generate texture coordinates to sample 4 neighbours
VS_OUTPUT_DOWNSAMPLE VS_Downsample(float4 Position : POSITION,
float2 TexCoord : TEXCOORD0)
{
VS_OUTPUT_DOWNSAMPLE OUT;
float2 texelSize = downsampleScale / WindowSize;
float2 s = TexCoord;
OUT.Position = Position;
OUT.TexCoord[0] = s;
OUT.TexCoord[1] = s + float2(2, 0)*texelSize;
OUT.TexCoord[2] = s + float2(2, 2)*texelSize;
OUT.TexCoord[3] = s + float2(0, 2)*texelSize;
return OUT;
}
// generate texcoords for blur
VS_OUTPUT_BLUR VS_Blur(float4 Position : POSITION,
float2 TexCoord : TEXCOORD0,
uniform int nsamples,
uniform float2 direction
)
{
VS_OUTPUT_BLUR OUT = (VS_OUTPUT_BLUR)0;
OUT.Position = Position;
float2 texelSize = BlurWidth / WindowSize;
float2 s = TexCoord - texelSize*(nsamples-1)*0.5*direction;
for(int i=0; i
{
pass DownSample
<
string Script = "RenderColorTarget0=DownsampleMap;"
"ClearSetColor=ClearColor;"
"Clear=Color;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Downsample();
PixelShader = compile ps_2_0 PS_Downsample(SceneSampler);
}
pass GlowH
<
string Script = "RenderColorTarget0=HBlurMap;"
"ClearSetColor=ClearColor;"
"Clear=Color;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Blur(7, float2(1, 0));
// PixelShader = compile ps_2_0 PS_Blur7(SceneSampler, weights7);
PixelShader = compile ps_2_0 PS_Blur7(DownsampleSampler, weights7);
}
pass GlowV
<
string Script = "RenderColorTarget0=FinalBlurMap;"
"ClearSetColor=ClearColor;"
"Clear=color;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Blur(7, float2(0, 1));
PixelShader = compile ps_2_0 PS_Blur7(HBlurSampler, weights7);
}
pass GlowH_Central
<
string Script = "RenderColorTarget0=HBlurMap;"
"ClearSetColor=ClearColor;"
"Clear=Color;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Blur(7, float2(1, 0));
PixelShader = compile ps_2_0 PS_Blur7(DownsampleSampler, weights7_Central);
}
pass GlowV_Central
<
string Script = "RenderColorTarget0=FinalBlurMap;"
"ClearSetColor=ClearColor;"
"Clear=Color;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Blur(7, float2(0, 1));
PixelShader = compile ps_2_0 PS_Blur7(HBlurSampler, weights7_Central);
}
pass FinalComp
<
string Script = "RenderColorTarget=;"
"RenderDepthStencilTarget=;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
VertexShader = compile vs_2_0 VS_Quad();
PixelShader = compile ps_2_0 PS_Comp(SceneSampler, FinalBlurSampler);
}
}
]]>
// Turn this on to get the "dissolve" technique -- a bit slow just now
// #define DISSOLVE
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "scene";
string ScriptOrder = "p