; float4x4 WorldXf : World < string UIWidget="None"; >; float4x4 WInvTrXf : WorldInverseTranspose < string UIWidget="None"; >; float4x4 ViewInvXf : ViewInverse < string UIWidget="None"; >; /////////////////////////////////////////////// // Tweakables Appear in the Properties Pane // /////////////////////////////////////////////// float4 LightDir : Direction < string UIName = "Light Direction"; string Object = "DirectionalLight"; string Space = "World"; > = {1.0f, -1.0f, 1.0f, 0.0f}; float4 LightColor : Diffuse < string UIWidget = "color"; string UIName = "Diffuse Light"; string Object = "DirectionalLight"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float4 LightAmbient : Ambient < string UIWidget = "color"; string UIName = "Ambient Light"; string Space = "material"; > = {0.0f, 0.0f, 0.0f, 1.0f}; float4 MaterialDiffuse : Diffuse < string UIWidget = "color"; string UIName = "Surface"; string Space = "material"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float4 MaterialSpecular : Specular < string UIWidget = "color"; string UIName = "Surface Specular"; string Space = "material"; > = {1.0f, 1.0f, 1.0f, 1.0f}; float Shininess : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "Specular Power"; > = 30.0; //////////////////////////////////// // Texture /////////////////////// //////////////////////////////////// texture diffuseTexture : Diffuse < string ResourceName = "default_color.dds"; >; sampler TextureSampler = sampler_state { texture = ; AddressU = CLAMP; AddressV = CLAMP; // AddressW = CLAMP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; //////////////////////////////////// // Structures Used //////////////// //////////////////////////////////// struct vertexInput { float3 position : POSITION; float3 normal : NORMAL; float4 texCoordDiffuse : TEXCOORD0; }; struct vertexOutput { float4 hPosition : POSITION; float4 texCoordDiffuse : TEXCOORD0; float4 diffAmbColor : COLOR0; float4 specCol : COLOR1; }; //////////////////////////////////// // Vertex Shader /////////////////// //////////////////////////////////// vertexOutput VS_TransformAndTexture(vertexInput IN) { vertexOutput OUT = (vertexOutput)0; float4 Po = float4(IN.position.xyz,1.0); // object-coordinates position OUT.hPosition = mul(Po,WvpXf); OUT.texCoordDiffuse = IN.texCoordDiffuse; //calculate our vectors N, E, L, and H float3 Ew = ViewInvXf[3].xyz; // eye position in world coordinates float3 Pw = mul(Po, WorldXf).xyz; // world coordinates position float4 Nn = normalize(mul(IN.normal, WInvTrXf)); // normal vector float3 En = normalize(Ew - Pw); // eye vector float3 Ln = normalize( -LightDir.xyz); // light vector float3 Hn = normalize(En + Ln); // half angle vector // calculate the diffuse and specular contributions float diff = max(0 , dot(Nn,Ln)); float spec = pow(max(0,dot(Nn,Hn)), Shininess); if( diff <= 0 ) { spec = 0; } //output diffuse float4 ambColor = MaterialDiffuse * LightAmbient; float4 diffColor = MaterialDiffuse * diff * LightColor ; OUT.diffAmbColor = diffColor + ambColor; //output specular float4 specColor = MaterialSpecular * LightColor * spec; OUT.specCol = specColor; return OUT; } //////////////////////////////////// // Pixel Shader //////////////////// //////////////////////////////////// float4 PS_Textured( vertexOutput IN): COLOR { float4 diffuseTexture = tex2D( TextureSampler, IN.texCoordDiffuse ); return IN.diffAmbColor * diffuseTexture + IN.specCol; } //////////////////////////////////// // Complete Technique ////////////// //////////////////////////////////// technique textured { pass p0 { VertexShader = compile vs_1_1 VS_TransformAndTexture(); PixelShader = compile ps_1_1 PS_Textured(); } } // // $Id: //sw/devrel/SDK/MEDIA/HLSL/new_material.fx#2 $ // //////////////////////////////////// //////////////////////////// eof /// //////////////////////////////////// ]]> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "preprocess"; string ScriptOutput = "color"; string Script = "Technique=TexBg;"; > = 0.8; // version # float ClearDepth = 1.0; float Timer : TIME < string UIWidget="none";>; float S0 < string UIName = "Speed 0"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 0.2; float UIStep = 0.01; > = 0.01f; float S1 < string UIName = "Speed 1"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 0.2; float UIStep = 0.01; > = 0.01f; float S2 < string UIName = "Speed 2"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 0.2; float UIStep = 0.01; > = 0.01f; float S3 < string UIName = "Speed 3"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 0.2; float UIStep = 0.01; > = 0.01f; static float Off0 = (S0 * Timer); static float Off1 = (S1 * Timer); static float Off2 = (S2 * Timer); static float Off3 = (S3 * Timer); ///////// Textures /////////////// FILE_TEXTURE_2D(BgTex,BgSamp,"cloudmix.dds") FILE_TEXTURE_2D(GrTex,GrSamp,"grad1.dds") QUAD_REAL4 psychPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 texCol = tex2D(BgSamp, IN.UV); texCol.x = tex2D(GrSamp,float2(texCol.x+Off0,0)).x; texCol.y = tex2D(GrSamp,float2(texCol.y+Off1,0)).x; texCol.z = tex2D(GrSamp,float2(texCol.z+Off2,0)).x; // texCol.x = tex2D(GrSamp,float2(texCol.x+Off0,0)); return texCol; } //////////////////////// technique TexBg < string Script = "ClearSetDepth=ClearDepth;" "Clear=Depth;" "Pass=Bg;" "ScriptExternal=Scene;"; > { pass Bg < string Script = "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_a psychPS(); } } /***************************** 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 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 /// ]]>