float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
string ScriptOutput = "color";
string Script = "Technique=Main";
> = 0.8;
float4 ClearColor <
string UIName = "Background";
string UIWidget = "color";
> = {0.2,0.2,0.2,0.0};
float ClearDepth < string UIWidget = "none"; > = 1.0;
float passnumber ; // loop counter, hidden
///////////////////////////////////////////////////////////
///////////////////////////// Render-to-Texture Data //////
///////////////////////////////////////////////////////////
// DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"A8R8G8B8")
DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer, "D24S8")
DECLARE_QUAD_TEX(Map1,Sampler1,"A8R8G8B8")
DECLARE_QUAD_TEX(Map2,Sampler2,"A8R8G8B8")
/////////////////////////////////////////////////////
//// Tweakables /////////////////////////////////////
/////////////////////////////////////////////////////
float npasses <
float UIStep = 1.0;
string UIName = "Diff passes";
> = 4.0f;
float Blur <
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 4;
float UIStep = 0.01;
> = 1.0;
/////////////////
struct BlurVertexOutput {
QUAD_REAL4 Position : POSITION;
QUAD_REAL4 NU : TEXCOORD0;
QUAD_REAL2 CC : TEXCOORD1;
QUAD_REAL4 PU : TEXCOORD2;
QUAD_REAL4 NV : TEXCOORD3;
QUAD_REAL4 PV : TEXCOORD4;
};
/////////// Vertex shader for "BlurVertexOutput" ///////////
BlurVertexOutput BlurVS(
QUAD_REAL3 Position : POSITION,
QUAD_REAL3 TexCoord : TEXCOORD0
) {
BlurVertexOutput OUT=(BlurVertexOutput)0;
QUAD_REAL2 center;
OUT.Position = QUAD_REAL4(Position, 1);
QUAD_REAL2 texelSize = QUAD_REAL2((1.0/QuadScreenSize.x),
(1.0/QuadScreenSize.y));
QUAD_REAL2 blurSize = Blur * texelSize;
#ifdef NO_TEXEL_OFFSET
center = TexCoord.xy;
#else /* NO_TEXEL_OFFSET */
QUAD_REAL2 off = QuadTexOffset * texelSize;
QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y));
center = QUAD_REAL2(TexCoord.xy+off);
#endif /* NO_TEXEL_OFFSET */
OUT.CC = center;
OUT.NU.xy = QUAD_REAL2(center.x-blurSize.x,center.y);
OUT.PU.xy = QUAD_REAL2(center.x+blurSize.x,center.y);
OUT.NV.xy = QUAD_REAL2(center.x,center.y-blurSize.y);
OUT.PV.xy = QUAD_REAL2(center.x,center.y+blurSize.y);
OUT.NU.zw = QUAD_REAL2(center.x-blurSize.x,center.y-blurSize.y);
OUT.PU.zw = QUAD_REAL2(center.x+blurSize.x,center.y+blurSize.y);
OUT.NV.zw = QUAD_REAL2(center.x-blurSize.x,center.y-blurSize.y);
OUT.PV.zw = QUAD_REAL2(center.x+blurSize.x,center.y+blurSize.y);
return OUT;
}
/////// Pixel shader to expand values ///////
QUAD_REAL4 ExpandPS(BlurVertexOutput IN,uniform sampler2D InputSampler) : COLOR
{
QUAD_REAL4 scc = tex2D(InputSampler, IN.CC);
QUAD_REAL4 result = scc;
QUAD_REAL4 snu = tex2D(InputSampler, IN.NU.xy);
QUAD_REAL4 spu = tex2D(InputSampler, IN.PU.xy);
QUAD_REAL4 snv = tex2D(InputSampler, IN.NV.xy);
QUAD_REAL4 spv = tex2D(InputSampler, IN.PV.xy);
QUAD_REAL4 sa = tex2D(InputSampler, IN.NU.zw);
QUAD_REAL4 sb = tex2D(InputSampler, IN.PU.zw);
QUAD_REAL4 sc = tex2D(InputSampler, IN.NV.zw);
QUAD_REAL4 sd = tex2D(InputSampler, IN.PV.zw);
QUAD_REAL w;
w = 0.0;
QUAD_REAL3 c;
c = QUAD_REAL3(0,0,0);
if (scc.a != 0.0) { // don't bother if there's already a value!!!!
if (snu.a == 0) { w += 1.0; c += snu.rgb; }
if (spu.a == 0) { w += 1.0; c += spu.rgb; }
if (snv.a == 0) { w += 1.0; c += snv.rgb; }
if (spv.a == 0) { w += 1.0; c += spv.rgb; }
if (sa.a == 0) { w += 0.7; c += 0.7*sa.rgb; }
if (sb.a == 0) { w += 0.7; c += 0.7*sb.rgb; }
if (sc.a == 0) { w += 0.7; c += 0.7*sc.rgb; }
if (sd.a == 0) { w += 0.7; c += 0.7*sd.rgb; }
if (w > 0.0) {
c = c / w;
result = QUAD_REAL4(c.rgb,0.0);
// result = QUAD_REAL4(1,0,1,0.0);
}
}
return result;
}
/*******************************************************************/
/************* TECHNIQUES ******************************************/
/*******************************************************************/
technique Main <
string Script =
"RenderColorTarget0=Map1;"
"RenderDepthStencilTarget=DepthBuffer;"
"ClearSetColor=ClearColor;"
"ClearSetDepth=ClearDepth;"
"Clear=Color;"
"Clear=Depth;"
"ScriptExternal=color;"
"LoopByCount=npasses;"
//"LoopBegin;"
"LoopGetIndex=passnumber;"
// Render Object(s)
"Pass=p0;"
// Blend Results into accum buffer
"Pass=p1;"
"LoopEnd;"
"Pass=show;";
> {
pass p0 <
string Script = "RenderColorTarget0=Map2;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
> {
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = true;
SrcBlend = ONE;
DestBlend = ZERO;
VertexShader = compile vs_3_0 BlurVS();
PixelShader = compile ps_3_0 ExpandPS(Sampler1);
}
pass p1 <
string Script = "RenderColorTarget0=Map1;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
> {
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = true;
SrcBlend = ONE;
DestBlend = ZERO;
VertexShader = compile vs_3_0 BlurVS();
PixelShader = compile ps_3_0 ExpandPS(Sampler2);
}
pass show <
string Script = "RenderColorTarget0=;"
"RenderDepthStencilTarget=;"
"Draw=Buffer;";
> {
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = true;
SrcBlend = ONE;
DestBlend = ZERO;
VertexShader = compile vs_2_0 ScreenQuadVS();
PixelShader = compile ps_2_a TexQuadPS(Sampler1);
}
}
/***************************** eof ***/
]]>; \
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 colo