#define NOISE2D_SCALE 2 #include // double-duty on spotlight texture.... #define SPOT_TEX_SIZE 128 #define SPOT_TEX_INSIDE 0.1 #include float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=frosted;"; > = 0.8; // version # float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0}; float ClearDepth = 1.0; DECLARE_QUAD_TEX(SceneMap,SceneSampler,"X8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer,"D24S8") /************* TWEAKABLES **************/ float Distort < string UIName = "Overall Distortion"; string UIWidget = "slider"; float UIMin = 0; float UIMax = 0.2; float UIStep = 0.0001; > = 0.01f; float UnDistort < string UIName = "Min Distortion"; string UIWidget = "slider"; float UIMin = 0; float UIMax = 0.2; float UIStep = 0.0001; > = 0.01f; ////////////// float4 distortPS(QuadVertexOutput IN) : COLOR { float2 s = tex2D(SpotSamp,IN.UV).x; s = lerp(Distort,UnDistort,s); float2 d = s*SNOISE2D(IN.UV).xy; float2 n = IN.UV + d; return tex2D(SceneSampler,n); } /*************/ technique frosted < string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "RenderColorTarget0=SceneMap;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=p0;"; > { pass p0 < string Script ="RenderColorTarget0=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_b distortPS(); } } /***************************** eof ***/ ]]>; // samplers sampler Noise2DSamp = sampler_state { texture = ; AddressU = WRAP; AddressV = WRAP; AddressW = WRAP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; #define NOISE2D(p) tex2D(Noise2DSamp,(p)) #define SNOISE2D(p) (NOISE2D(p)-0.5) #endif /* _H_NOISE2D */ ]]>; \ 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