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progid="nvsys.NVCalculator_Mul.1"/></objects><media_objects><effect path="F:\devrel\SDK\MEDIA\HLSL\post_distort.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/post_distort.fx#3 $ Copyright NVIDIA Corporation 2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ******************************************************************************/ #include <include\\Quad.fxh> #define NOISE2D_SCALE 2 #include <include\\noise_2d.fxh> // double-duty on spotlight texture.... #define SPOT_TEX_SIZE 128 #define SPOT_TEX_INSIDE 0.1 #include <include\\spot_tex.fxh> 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 <string UIWidget = "none";> = 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 ***/ ]]></effect><effect path="f:\devrel\sdk\media\hlsl\include\\noise_2d.fxh"><![CDATA[// $Id: //sw/devrel/SDK/MEDIA/HLSL/include/noise_2d.fxh#1 $ // noise_2d VM function // $Revision: #1 $ #ifndef _H_NOISE2D #define _H_NOISE2D #ifndef NOISE2D_SCALE #define NOISE2D_SCALE 500 #endif /* NOISE2D_SCALE */ // define as "1" for "pure" noise #ifndef NOISE2D_LIMIT #define NOISE2D_LIMIT 256 #endif /* NOISE2D_LIMIT */ // function used to fill the volume noise texture float4 noise_2d(float2 Pos : POSITION) : COLOR { float4 Noise = (float4)0; for (int i = 1; i < NOISE2D_LIMIT; i += i) { Noise.r += (noise(Pos * NOISE2D_SCALE * i)) / i; Noise.g += (noise((Pos + 1)* NOISE2D_SCALE * i)) / i; Noise.b += (noise((Pos + 2) * NOISE2D_SCALE * i)) / i; Noise.a += (noise((Pos + 3) * NOISE2D_SCALE * i)) / i; } return (Noise + 0.5); } #ifndef NOISE_SHEET_SIZE #define NOISE_SHEET_SIZE 128 #endif /* NOISE_SHEET_SIZE */ #ifndef NOISE2D_FORMAT #define NOISE2D_FORMAT "A8B8G8R8" #endif /* NOISE2D_FORMAT */ texture Noise2DTex < string TextureType = "2D"; string function = "noise_2d"; string Format = (NOISE2D_FORMAT); string UIWidget = "None"; int width = NOISE_SHEET_SIZE, height = NOISE_SHEET_SIZE; >; // samplers sampler Noise2DSamp = sampler_state { texture = <Noise2DTex>; 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 */ ]]></effect><effect path="f:\devrel\sdk\media\hlsl\include\\quad.fxh"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/include/Quad.fxh#1 $ Copyright NVIDIA Corporation 2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Header file with lots of useful macros, types, and functions for use with textures and render-to-texture-buffer effects in DirectX. Example Macro Usages: Texture-declaration Macros: FILE_TEXTURE_2D(SurfTexture,SurfSampler,"myfile.dds") // simple 2D wrap texture FILE_TEXTURE_2D_MODAL(SpotTexture,SpotSampler,"myfile.dds",CLAMP) // user-defined addr mode RenderTarget Texture-declaration Macros: DECLARE_QUAD_TEX(ObjTexture,ObjSampler,"A8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthTexture,"D24S8") DECLARE_SIZED_QUAD_TEX(GlowTexture,GlowSampler,"A8R8G8B8",0.5) // scaled versions of above DECLARE_SIZED_QUAD_DEPTH_BUFFER(DepthTexture,"D24S8",0.5) DECLARE_SIZED_TEX(BlahMap,BlahSampler,"R32F",128,1) // address mode is "clamp" DECLARE_SQUARE_QUAD_TEX(ShadTexture,ShadObjSampler,"A16R16G16B16F",512) // for shadows etc DECLARE_SQUARE_QUAD_DEPTH_BUFFER(ShadDepth,"D24S8",512) Data types used in shaders: QUAD_REAL & QUAD_REAL# -- defaults to HALF but you can define QUAD_REAL float before #including "Quad.fxh" either by explicitly declaring all the QUAD_REAL types yourself, or #define-ing the symbol QUAD_FLOAT Flags (define before #including "Quad.fxh"): TWEAKABLE_TEXEL_OFFSET // shows in paramter panel NO_TEXEL_OFFSET // disables Structure: QuadVertexOutput -- used by shaders, defines simple connection for "Draw=buffer" VS and PS Shader Functions for "Draw=buffer" passes: QuadVertexOutput ScreenQuadVS(): standard vertex shader for screen-aligned quads QUAD_REAL4 TexQuadPS(QuadVertexOutput IN,uniform sampler2D InputSampler) pass this pixel shader a sampler -- will draw it to the screen QUAD_REAL4 TexQuadBiasPS(QuadVertexOutput IN,uniform sampler2D InputSampler,QUAD_REAL TBias) Same as above, but uses tex2Dbias() Utility Functions for Texture-Based Lookup Tables: QUAD_REAL scale_lookup(QUAD_REAL Value,const QUAD_REAL TableSize) QUAD_REAL2 scale_lookup(QUAD_REAL2 Value,const QUAD_REAL TableSize) QUAD_REAL3 scale_lookup(QUAD_REAL3 Value,const QUAD_REAL TableSize) Other Utility Functions: QUAD_REAL4 premultiply(QUAD_REAL4 C) QUAD_REAL4 unpremultiply(QUAD_REAL4 C) // uses macro value NV_ALPHA_EPSILON Global Variables: QUAD_REAL QuadTexOffset // reconciles difference between pixel and texel centers QUAD_REAL2 QuadScreenSize // VIEWPORTPIXELSIZE, contains dimensions of render window ******************************************************************************/ #ifndef _QUAD_FXH #define _QUAD_FXH // Numeric types we are likely to encounter.... // Redefine these before including "Quad.fxh" if you want // to use a type other than "half" for these data or just // define the symbol QUAD_FLOAT to use "floats" #ifndef QUAD_REAL #ifdef QUAD_FLOAT #define QUAD_REAL float #define QUAD_REAL2 float2 #define QUAD_REAL3 float3 #define QUAD_REAL4 float4 #define QUAD_REAL3x3 float3x3 #define QUAD_REAL4x3 float4x3 #define QUAD_REAL3x4 float3x4 #define QUAD_REAL4x4 float4x4 #else /* ! QUAD_FLOAT */ #define QUAD_REAL half #define QUAD_REAL2 half2 #define QUAD_REAL3 half3 #define QUAD_REAL4 half4 #define QUAD_REAL3x3 half3x3 #define QUAD_REAL4x3 half4x3 #define QUAD_REAL3x4 half3x4 #define QUAD_REAL4x4 half4x4 #endif /* ! QUAD_FLOAT */ #endif /* ! QUAD_REAL */ /////////////////////////////////////////////////////////////////////// /// Texture-Declaration Macros //////////////////////////////////////// /////////////////////////////////////////////////////////////////////// // // Modal 2D File Textures // // example usage: FILE_TEXTURE_2D_MODAL(GlowMap,GlowSampler,"myfile.dds",CLAMP) // #define FILE_TEXTURE_2D_MODAL(TexName,SampName,Filename,AddrMode) texture TexName < \ string ResourceName = (Filename); \ string ResourceType = "2D"; \ >; \ sampler SampName = sampler_state { \ texture = <TexName>; \ 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 = <TexName>; \ 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 = <Tex>; \ 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 /// ]]></effect><effect path="f:\devrel\sdk\media\hlsl\include\\spot_tex.fxh"><![CDATA[// spot_tex makes a spotlight pattern to be projected // $Revision: #1 $ #ifndef _H_SPOT_TEX #define _H_SPOT_TEX #ifndef SPOT_TEX_SIZE #define SPOT_TEX_SIZE 64 #endif /* SPOT_TEX_SIZE */ #ifndef SPOT_TEX_INSIDE #define SPOT_TEX_INSIDE 0.4 #endif /* SPOT_TEX_INSIDE */ // function used to fill texture float4 spot_texel(float2 P : POSITION,float2 dP : PSIZE) : COLOR { //adjust so the outer rows and columns are ALWAYS black float2 rad = float2(0.5,0.5) - dP; float2 v = P - float2(0.5,0.5); float d = length(v)/rad.x; // for now simple case of (dP.x==dP.y) float s = 1.0 - smoothstep(SPOT_TEX_INSIDE,1,d); return s.xxxx; } texture SpotTex < string TextureType = "2D"; string function = "spot_texel"; string UIWidget = "None"; int width = SPOT_TEX_SIZE, height = SPOT_TEX_SIZE; >; // samplers sampler SpotSamp = sampler_state { texture = <SpotTex>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; #endif /* _H_SPOT_TEX */ ]]></effect><texture path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\HLSL_textures\default_reflection.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\pre_cubeBg.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/pre_cubeBg.fx#4 $ Copyright NVIDIA Corporation 2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Put a 3D texture *behind* the current scene ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "preprocess"; string ScriptOutput = "color"; // We just call a script in the main technique. string Script = "ClearSetDepth=ClearDepth;" "ClearSetColor=ClearColor;" "Clear=Color;" "Clear=Depth;" "Technique=cube;" "ScriptExternal=color;"; > = 0.8; float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; ///////// Textures /////////////// texture BgTexture < string ResourceName = "default_reflection.dds"; string ResourceType = "CUBE"; >; samplerCUBE BgSampler = sampler_state { Texture = <BgTexture>; MinFilter = Point; MagFilter = Point; MipFilter = Point; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; float BgIntensity < string UIName = "Bkgd Intensity"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 1.0f; ////////////////////////////////////////// #include <include\\Quad.fxh> float4x4 WorldViewI : VIEWINVERSE <string UIWidget="None";>; ////////////////////////// struct CubeVertexOutput { float4 Position : POSITION; float3 UV : TEXCOORD0; }; CubeVertexOutput CubeVS( float3 Position : POSITION, float3 TexCoord : TEXCOORD0 ) { CubeVertexOutput OUT; OUT.Position = float4(Position.xyz, 1); OUT.UV = mul(float4(Position.xyz,0),WorldViewI).xyz; return OUT; } float4 CubePS(CubeVertexOutput IN) : COLOR { float4 texCol = BgIntensity*texCUBE(BgSampler, IN.UV); return texCol; } /////////////////////////////////// technique cube < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=Buffer;"; > { VertexShader = compile vs_2_0 CubeVS(); cullmode = none; ZEnable = false; PixelShader = compile ps_2_0 CubePS(); } } /***************************** eof ***/ ]]></effect><texture path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\HLSL_textures\default_color.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\DiffTex.fx"><![CDATA[/*********************************************************************NVMH3**** Path: File: $Id: //sw/devrel/SDK/MEDIA/HLSL/DiffTex.fx#14 $ Copyright NVIDIA Corporation 2002-2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: A simple diffuse example that shows texture positioning capabilities inherent in HLSL. $Date: 2005/02/09 $ ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=ps11;"; > = 0.8; /************* TWEAKABLES **************/ float4 AmbiColor : Ambient < string UIName = "Ambient Light Color"; string UIWidget = "Color"; > = {0.2f, 0.2f, 0.2f, 1.0f}; float4 SurfColor : DIFFUSE < string UIName = "Surface Color"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float RepeatS < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 32.0; float UIStep = 0.1; > = 1.0; float RepeatT < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 32.0; float UIStep = 0.1; > = 1.0; float Angle < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 360.0; float UIStep = 1.0; string UIName = "Degrees"; > = 0.0; float OffsetS < string UIWidget = "slider"; float UIMin = -10.0; float UIMax = 10.0; float UIStep = 0.01; > = 0.0; float OffsetT < string UIWidget = "slider"; float UIMin = -10.0; float UIMax = 10.0; float UIStep = 0.01; > = 0.0; float RotCenterS < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.5; float RotCenterT < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.5; /************** model textures **************/ texture colorTexture : DIFFUSE < string ResourceName = "default_color.dds"; string ResourceType = "2D"; >; sampler2D colorTextureSampler = sampler_state { Texture = <colorTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; /************** light info **************/ float4 LightPos : Position < string Object = "PointLight"; string Space = "World"; > = {100.0f, 100.0f, 100.0f, 0.0f}; float4 LightColor : Specular < string UIName = "Light Color"; > = {1.0f, 1.0f, 1.0f, 1.0f}; /***********************************************/ /*** automatically-tracked "tweakables" ********/ /***********************************************/ float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; float4x4 World : World < string UIWidget="None"; >; float4x4 WorldI : WorldInverse < string UIWidget="None"; >; /**************************************/ /***** SHARED STRUCT ******************/ /**** Data from app vertex buffer *****/ /**** for all passes *****/ /**************************************/ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Tangent : TANGENT0; float4 Binormal : BINORMAL0; float4 Normal : NORMAL; }; /****************************************/ /*** LIGHTING PASS - DIFFUSE ************/ /****************************************/ struct vertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; float4 diffCol : COLOR0; }; vertexOutput DiffTexVS(appdata IN) { vertexOutput OUT; float4 objPos = float4(IN.Position.x,IN.Position.y,IN.Position.z,1.0); float4 worldSpacePos = mul(objPos, World); float4 LightVec = normalize(LightPos - worldSpacePos); float4 objSpaceLightVec = normalize(mul(LightVec, WorldI)); float4 Nn = normalize(IN.Normal); float ldn = dot(objSpaceLightVec,Nn); OUT.diffCol = max(0,ldn).xxxx * SurfColor + AmbiColor; OUT.diffCol.w = 1.0; OUT.HPosition = mul(objPos, WorldViewProj); float a = radians(Angle); float ca = cos(a); float sa = sin(a); float2 off = float2(RotCenterS,RotCenterT); float2 nuv = IN.UV.xy - off; float2 ruv = float2(nuv.x*ca-nuv.y*sa,nuv.x*sa+nuv.y*ca); nuv = ruv + off; OUT.UV = float2(max(0.001,RepeatS) * nuv.x + OffsetS, max(0.001,RepeatT) * nuv.y + OffsetT); return OUT; } float4 DiffTexPS(vertexOutput IN) : COLOR { float4 map = tex2D(colorTextureSampler,IN.UV); float4 final = (IN.diffCol * map); return final; } /****************************************************/ /********** TECHNIQUES ******************************/ /****************************************************/ technique ps11 < string Script = "Pass=p1d;"; > { pass p1d < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 DiffTexVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 DiffTexPS(); } } /***************************** eof ***/ ]]></effect></media_objects></fxstudio_project>