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objectguid="1394174672_42515_16399_189_63_62_31_182_9_209_60" objectname="NVScene Object" progid="nvsys.NVScene.1"/><object objectid="4" objectguid="1401340335_59252_17807_172_96_248_52_119_74_181_173" objectname="NVMaterial Object" progid="nvsys.NVMaterial.1"/><object objectid="5" objectguid="1675712286_15683_20022_149_108_42_250_122_123_231_64" objectname="NVCamera Object" progid="nvsys.NVCamera.1"/><object objectid="6" objectguid="2342579002_10168_19906_178_150_26_144_17_106_220_182" objectname="NVTransformLink Object" progid="nvsys.NVTransformLink.1"/><object objectid="2" objectguid="3275223899_28196_19999_162_153_111_232_35_119_165_23" objectname="NVParameterList Object" progid="nvsys.NVParameterList.1"/></objects><media_objects><texture path="F:\devrel\SDK\MEDIA\textures\2D\Chartres.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\paint_blur.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/paint_blur.fx#6 $ 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: An .FX "Motion Blur" Paint Program. Scene geometry is ignored. Inspired by cel animation for "Cowboy Bebop." Draw with the left mouse button -- the direction of stroke is important. Works best on NV40/Shader Model 3.0 cards -- uses 16-bit floating-point render targets and FP blending. Resizing the window will clear your drawing/blur. Brush strokes will change in size and opacity over time, set "FadeTime" to a high value for more even (though less expressive) strokes. ******************************************************************************/ //#define TWEAKABLE_TEXEL_OFFSET #include <include\\Quad.fxh> // we will draw into buffer "paint" // then displace pic into buffer "pool" // then display float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=liquid;"; > = 0.8; /////////////////////////////////////////////////////////////// /// UNTWEAKABLES ////////////////////////////////////////////// /////////////////////////////////////////////////////////////// float passnumber <string UIWidget = "none";>; // loop counter, hidden /////////////////////////////////////////////////////////////// /// TWEAKABLES //////////////////////////////////////////////// /////////////////////////////////////////////////////////////// float npasses < float UIStep = 1.0; string UIName = "Blur passes"; > = 8.0f; bool bReset : FXCOMPOSER_RESETPULSE < string UIName="Clear Canvas"; >; bool Painting < string UIName="Paint with Mouse?"; > = true; float4 ClearColor < string UIWidget = "None"; string UIName = "background"; > = {0.5,0.5,0.5,0.0}; float ClearDepth <string UIWidget = "none";> = 1.0; float4 MouseL : LEFTMOUSEDOWN < string UIWidget="None"; >; float3 MousePos : MOUSEPOSITION < string UIWidget="None"; >; float Timer : TIME < string UIWidget = "None"; >; float Opacity < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.45f; float BrushSizeStart < string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.15; float UIStep = 0.001; string UIName = "Brush Start Size"; > = 0.045f; float BrushSizeEnd < string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.15; float UIStep = 0.001; string UIName = "Brush End Size"; > = 0.01f; float FadeTime < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 10.0; float UIStep = 0.1; string UIName = "Brush Decay Time"; > = 1.10f; float FadeInTime < string UIWidget = "slider"; float UIMin = 0.001; float UIMax = 0.3; float UIStep = 0.001; string UIName = "Brush Attack Time"; > = 0.15f; float Push < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; string UIName = "Brush Pressure"; > = 0.1f; float Effect < string UIWidget = "slider"; string UIName = "Effect Strength"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; > = 1.0f; float Bright < string UIWidget = "slider"; float UIMin = 0.01; float UIMax = 2.0; float UIStep = 0.01; string UIName = "Overall Brightness"; > = 1.0; //////////////////////////////////////////////////// /// Textures /////////////////////////////////////// //////////////////////////////////////////////////// //DECLARE_QUAD_TEX(PaintTex,PaintSamp,"A8R8G8B8") DECLARE_QUAD_TEX(PaintTex,PaintSamp,"A16B16G16R16F") texture SourceTexture < string ResourceName = "default_color.dds"; string TextureType = "2D"; string UIName = "Original Image"; >; sampler2D SourceSampler = sampler_state { Texture = <SourceTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = CLAMP; AddressV = CLAMP; }; texture AccumBuffer : RENDERCOLORTARGET < float2 ViewPortRatio = {1,1}; int MipLevels = 1; string Format = "A16B16G16R16F" ; string UIWidget = "None"; >; sampler AccumSampler = sampler_state { texture = <AccumBuffer>; AddressU = CLAMP; AddressV = CLAMP; MipFilter = POINT; MinFilter = LINEAR; MagFilter = LINEAR; }; /****************************************/ /*** The dead-simple shaders: ***********/ /****************************************/ // VM functions QUAD_REAL2 dir_color() { QUAD_REAL2 dirVec = MousePos.xy - MouseL.xy; QUAD_REAL l = length(dirVec); if (l > 0.0) { dirVec = normalize(dirVec); dirVec = Push*dirVec; } else { dirVec = 0; } return dirVec; } float fadeout() { float f = 1 - min(1,max(0,(Timer - MouseL.w))/FadeTime); return f; } float lerpsize() { float f = fadeout(); float ds = lerp(BrushSizeEnd,BrushSizeStart,f); return ds; } float fadein() { float f = min(1,max(0,(Timer - MouseL.w))/FadeInTime); return f; } /// QUAD_REAL4 strokePS(QuadVertexOutput IN, uniform QUAD_REAL2 BrushColor, uniform QUAD_REAL Fadeout, uniform QUAD_REAL Fadein, uniform QUAD_REAL BrushSize) : COLOR { QUAD_REAL2 delta = IN.UV.xy-MousePos.xy; QUAD_REAL dl = dot(delta,delta); QUAD_REAL dd = MouseL.z*(1-min(dl/BrushSize,1)); dd *= Painting * Opacity * Fadeout * Fadein; return QUAD_REAL4(0.5+(BrushColor),0.5,dd); //return QUAD_REAL4(q.xxx,dd); } QUAD_REAL4 liquidPS(QuadVertexOutput IN) : COLOR { QUAD_REAL2 disp = Effect*2.0*(tex2D(PaintSamp, IN.UV).xy - QUAD_REAL2(0.5,0.5)); QUAD_REAL4 texCol = tex2D(SourceSampler, IN.UV-disp); return texCol; } /*********************************************************/ /*********** pixel shader ********************************/ /*********************************************************/ float4 accumPS(QuadVertexOutput IN,uniform float delta) : COLOR { float2 off = delta*Effect*(tex2D(PaintSamp, IN.UV).xy-float2(.5,.5)); float4 texCol = tex2D(SourceSampler, (IN.UV-off)); return texCol; } /////////////////////////////////////////////////////////// /// Final Pass //////////////////////////////////////////// /////////////////////////////////////////////////////////// float4 finalPS(QuadVertexOutput IN) : COLOR { float4 texCol = Bright * tex2D(AccumSampler, IN.UV) / npasses; return texCol; } ////////////////// Technique //////// technique liquid < string Script = // Clear Accum Buffer "RenderColorTarget0=AccumBuffer;" "ClearSetColor=ClearColor;" "Clear=Color;" // paint into blur-dir buffer... "Pass=paint;" // accumulate "LoopByCount=npasses;" "LoopGetIndex=passnumber;" "Pass=Accumulate;" "LoopEnd;" // draw accum buffer to framebuffer "Pass=FinalPass;"; > { pass paint < string Script = "RenderColorTarget0=PaintTex;" "RenderDepthStencilTarget=;" "LoopByCount=bReset;" "ClearSetColor=ClearColor;" "Clear=Color0;" "LoopEnd=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a strokePS(dir_color(), fadeout(), fadein(), lerpsize()); AlphaBlendEnable = true; SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; ZEnable = false; } pass Accumulate < string Script = "RenderColorTarget0=AccumBuffer;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_3_0 ScreenQuadVS(); ZEnable = false; AlphaBlendEnable = true; SrcBlend = ONE; DestBlend = ONE; PixelShader = compile ps_3_0 accumPS((passnumber/(npasses-1.0))); } pass FinalPass < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_3_0 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_3_0 finalPS(); } /* pass display < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); PixelShader = compile ps_2_a liquidPS(); //PixelShader = compile ps_2_a TexQuadPS(PaintSamp); AlphaBlendEnable = false; ZEnable = false; } */ } ///////////////////////////////////////////// ///////////////////////////////////// eof /// ///////////////////////////////////////////// ]]></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></media_objects></fxstudio_project>