#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 // 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 /// ]]>; // samplers sampler SpotSamp = sampler_state { texture = ; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; #endif /* _H_SPOT_TEX */ ]]> = 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 = ; 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 float4x4 WorldViewI : VIEWINVERSE ; ////////////////////////// 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 ***/ ]]> = 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 = ; 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 ***/ ]]>