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objectguid="3220590291_58699_18805_154_8_29_13_205_177_47_217" objectname="NVLight_Point Object" progid="nvsys.NVLight_Point.1"/><object objectid="2" objectguid="3275223899_28196_19999_162_153_111_232_35_119_165_23" objectname="NVParameterList Object" progid="nvsys.NVParameterList.1"/><object objectid="18" objectguid="3604142169_60816_17805_176_220_110_41_222_151_171_95" objectname="NVPrimitiveAttributes Object" progid="nvsys.NVPrimitiveAttributes.1"/><object objectid="16" objectguid="3718288079_1142_20134_178_153_28_237_112_255_41_202" objectname="NVTriangles Object" progid="nvsys.NVTriangles.1"/><object objectid="13" objectguid="4088192929_19711_18550_172_31_87_8_171_210_117_52" objectname="NVGeoStream_Normal Object" progid="nvsys.NVGeoStream_Normal.1"/><object objectid="7" objectguid="4162726501_8958_17137_170_77_131_38_3_90_246_20" objectname="NVCalculator_Mul Object" progid="nvsys.NVCalculator_Mul.1"/></objects><media_objects><effect path="F:\devrel\SDK\MEDIA\HLSL\plasticRim.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/plasticRim.fx#17 $ 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: Shader with a little extra kick in the rimlight ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=rimPlastic;"; > = 0.8; /************* UN-TWEAKABLES **************/ float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; float4x4 World : World < string UIWidget="None"; >; float4x4 ViewI : ViewInverse < string UIWidget="None"; >; ///////////////////////// TWEAKABLES //////////// float3 LightPos : Position < string Object = "PointLight"; string Space = "World"; > = {-10.0f, 10.0f, -10.0f}; float3 LightColor < string UIName = "Light Color"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f}; float3 AmbiColor : Ambient < string UIName = "Ambient Light Color"; string UIWidget = "Color"; > = {0.07f, 0.07f, 0.07f}; //// float3 SurfColor : Diffuse < string UIName = "Surface Color"; string UIWidget = "Color"; > = {0.8f, 0.2f, 1.0f}; float3 SpecColor : Specular < string UIName = "Specular Color"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f}; float SpecExpon : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "Main Specular Exponent"; > = 12.0; float EdgeExpon : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "Edge Specular Exponent"; > = 2.0; float RimGamma : SpecularPower < string UIWidget = "slider"; float UIMin = 0.1; float UIMax = 5.0; float UIStep = 0.1; string UIName = "Specular Rollover"; > = 1.0; float Wrap < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; string UIName = "Diffuse Wraparound"; > = 0.0; /************* DATA STRUCTS **************/ /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float2 UV : TEXCOORD0; float3 LightVec : TEXCOORD1; float3 WorldNormal : TEXCOORD2; float3 WorldEyeVec : TEXCOORD3; }; /*********** vertex shader ******/ vertexOutput mainVS(appdata IN) { vertexOutput OUT; OUT.WorldNormal = mul(IN.Normal, WorldIT).xyz; float4 Po = float4(IN.Position.xyz,1); float3 Pw = mul(Po, World).xyz; // OUT.WorldPos = Pw; OUT.LightVec = normalize(LightPos-Pw); OUT.UV = IN.UV.xy; OUT.WorldEyeVec = normalize(ViewI[3].xyz - Pw); OUT.HPosition = mul(Po, WorldViewProj); return OUT; } /********* pixel shader ********/ float4 mainPS(vertexOutput IN) : COLOR { float3 Ln = normalize(IN.LightVec); float3 Nn = normalize(IN.WorldNormal); float3 Vn = normalize(IN.WorldEyeVec); float3 Hn = normalize(Vn + Ln); float ldn = dot(Ln,Nn); ldn = smoothstep(-Wrap,1.0,ldn); float hdn = dot(Hn,Nn); float vdn = pow(dot(Vn,Nn),RimGamma); float exp2 = lerp(EdgeExpon,SpecExpon,vdn); float4 litVec = lit(ldn,hdn,exp2); float3 diffContrib = SurfColor * (litVec.y*LightColor + AmbiColor); float3 specContrib = litVec.y*litVec.z*LightColor * SpecColor; return float4((diffContrib + specContrib).xyz,1); } /*************/ technique rimPlastic < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_2_0 mainVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_2_0 mainPS(); } } /***************************** eof ***/ ]]></effect><effect path="F:\devrel\SDK\MEDIA\HLSL\pre_gradientTexture.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/pre_gradientTexture.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: Put a texture behind the current scene Geometry Ignored ******************************************************************************/ #include <include\\Quad.fxh> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "preprocess"; string ScriptOutput = "color"; string Script = "Technique=grad;"; > = 0.8; // version # float ClearDepth <string UIWidget = "none";> = 1.0; #define CLR float3(1.0f, 1.0f, 0.6f) #define CLL float3(1.0f, 1.0f, 1.0f) #define CUR float3(0.0f, 0.0f, 0.2f) #define CUL float3(0.0f, 0.0f, 0.0f) #define GAMMAV 3.2 #define GAMMAH 1.0 float4 gradient_tex(float2 Pos : POSITION) : COLOR { float xx = pow(Pos.x,GAMMAH); float3 lo = lerp(CLL,CLR,xx); float3 hi = lerp(CUL,CUR,xx); float3 gr = lerp(hi,lo,pow(Pos.y,GAMMAV)); return float4(gr,0); // leave alpha alone } texture GradTex < string ResourceType = "2D"; string function = "gradient_tex"; float2 ViewportRatio = {1.0,1.0}; string UIWidget = "None"; >; // samplers sampler GradSampler = sampler_state { texture = <GradTex>; AddressU = WRAP; AddressV = WRAP; AddressW = WRAP; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /////////////////////////////// technique grad < string ScriptClass = "scene"; string ScriptOrder = "preprocess"; string ScriptOutput = "color"; string Script = "ClearSetDepth=ClearDepth;" "Clear=Depth;" "Pass=Bg;" "ScriptExternal=Scene;"; > { pass Bg < string Script = "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_0 TexQuadPS(GradSampler); } } /***************************** 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><effect path="F:\devrel\SDK\MEDIA\HLSL\post_unsharpMask.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/post_unsharpMask.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: Classic Unsharp Mask Sharpening ******************************************************************************/ #include <include\\Quad.fxh> float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=Main;"; > = 0.8; // version # float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0}; float ClearDepth <string UIWidget = "none";> = 1.0; /*********** Tweakables **********************/ QUAD_REAL Sharp < string UIWidget = "slider"; QUAD_REAL UIMin = 0.0; QUAD_REAL UIMax = 5.0; QUAD_REAL UIStep = 0.01; > = 1.0f; DECLARE_QUAD_TEX(OriginalMap,OriginalSampler,"X8R8G8B8") DECLARE_QUAD_TEX(HorizBlurMap,HorizBlurSampler,"X8R8G8B8") DECLARE_QUAD_TEX(BlurredMap,BlurredSampler,"X8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer,"D24S8") /************* DATA STRUCTS **************/ /* data from application vertex buffer for screen-aligned quad*/ struct quaddata { QUAD_REAL3 Position : POSITION; QUAD_REAL3 UV : TEXCOORD0; }; struct blurVOut { QUAD_REAL4 Position : POSITION; QUAD_REAL4 Diffuse : COLOR0; QUAD_REAL4 TexCoord0 : TEXCOORD0; QUAD_REAL4 TexCoord1 : TEXCOORD1; QUAD_REAL4 TexCoord2 : TEXCOORD2; QUAD_REAL4 TexCoord3 : TEXCOORD3; QUAD_REAL4 TexCoord4 : TEXCOORD4; QUAD_REAL4 TexCoord5 : TEXCOORD5; QUAD_REAL4 TexCoord6 : TEXCOORD6; QUAD_REAL4 TexCoord7 : TEXCOORD7; QUAD_REAL4 TexCoord8 : COLOR1; }; /*********** vertex shaders ******/ // vertex shaders for screen-aligned quad data blurVOut vertBlurVS(quaddata IN) { blurVOut OUT = (blurVOut)0; OUT.Position = QUAD_REAL4(IN.Position, 1); QUAD_REAL TexelIncrement = 1.0/QuadScreenSize.y; QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y)); QUAD_REAL3 Coord = QUAD_REAL3(IN.UV.x + off.x, IN.UV.y + off.y, 1); OUT.TexCoord0 = QUAD_REAL4(Coord.x, Coord.y + TexelIncrement, IN.UV.z, 1); OUT.TexCoord1 = QUAD_REAL4(Coord.x, Coord.y + TexelIncrement * 2, IN.UV.z, 1); OUT.TexCoord2 = QUAD_REAL4(Coord.x, Coord.y + TexelIncrement * 3, IN.UV.z, 1); OUT.TexCoord3 = QUAD_REAL4(Coord.x, Coord.y + TexelIncrement * 4, IN.UV.z, 1); OUT.TexCoord4 = QUAD_REAL4(Coord.x, Coord.y, IN.UV.z, 1); OUT.TexCoord5 = QUAD_REAL4(Coord.x, Coord.y - TexelIncrement, IN.UV.z, 1); OUT.TexCoord6 = QUAD_REAL4(Coord.x, Coord.y - TexelIncrement * 2, IN.UV.z, 1); OUT.TexCoord7 = QUAD_REAL4(Coord.x, Coord.y - TexelIncrement * 3, IN.UV.z, 1); OUT.TexCoord8 = QUAD_REAL4(Coord.x, Coord.y - TexelIncrement * 4, IN.UV.z, 1); return OUT; } blurVOut horizBlurVS(quaddata IN) { blurVOut OUT = (blurVOut)0; OUT.Position = QUAD_REAL4(IN.Position, 1); QUAD_REAL TexelIncrement = 1.0/QuadScreenSize.x; QUAD_REAL2 off = QUAD_REAL2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y)); QUAD_REAL3 Coord = QUAD_REAL3(IN.UV.x + off.x, IN.UV.y + off.y, 1); OUT.TexCoord0 = QUAD_REAL4(Coord.x + TexelIncrement, Coord.y, IN.UV.z, 1); OUT.TexCoord1 = QUAD_REAL4(Coord.x + TexelIncrement * 2, Coord.y, IN.UV.z, 1); OUT.TexCoord2 = QUAD_REAL4(Coord.x + TexelIncrement * 3, Coord.y, IN.UV.z, 1); OUT.TexCoord3 = QUAD_REAL4(Coord.x + TexelIncrement * 4, Coord.y, IN.UV.z, 1); OUT.TexCoord4 = QUAD_REAL4(Coord.x, Coord.y, IN.UV.z, 1); OUT.TexCoord5 = QUAD_REAL4(Coord.x - TexelIncrement, Coord.y, IN.UV.z, 1); OUT.TexCoord6 = QUAD_REAL4(Coord.x - TexelIncrement * 2, Coord.y, IN.UV.z, 1); OUT.TexCoord7 = QUAD_REAL4(Coord.x - TexelIncrement * 3, Coord.y, IN.UV.z, 1); OUT.TexCoord8 = QUAD_REAL4(Coord.x - TexelIncrement * 4, Coord.y, IN.UV.z, 1); return OUT; } ////////////////////////////////// /********* pixel shaders ********/ ////////////////////////////////// QUAD_REAL4 maskPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 tex = tex2D(OriginalSampler, IN.UV); QUAD_REAL4 mask = tex2D(BlurredSampler, IN.UV); QUAD_REAL4 masked = tex+Sharp*(tex-mask); return masked; } // relative filter weights indexed by distance from "home" texel #define WT0 1.0 #define WT1 0.8 #define WT2 0.6 #define WT3 0.4 #define WT4 0.2 #define WT_NORMALIZE (WT0+2.0*(WT1+WT2+WT3+WT4)) QUAD_REAL4 blurPS(blurVOut IN,uniform sampler2D SrcSamp) : COLOR { QUAD_REAL4 OutCol = tex2D(SrcSamp, IN.TexCoord0) * (WT1/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord1) * (WT2/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord2) * (WT3/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord3) * (WT4/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord4) * (WT0/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord5) * (WT1/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord6) * (WT2/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord7) * (WT3/WT_NORMALIZE); OutCol += tex2D(SrcSamp, IN.TexCoord8) * (WT3/WT_NORMALIZE); return OutCol; } /*************/ technique Main < string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "RenderColorTarget0=OriginalMap;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=Horiz;" "Pass=Vert;" "Pass=Mask;"; > { pass Horiz < string Script ="RenderColorTarget0=HorizBlurMap;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 horizBlurVS(); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 blurPS(OriginalSampler); } pass Vert < string Script ="RenderColorTarget0=BlurredMap;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 vertBlurVS(); cullmode = none; ZEnable = false; PixelShader = compile ps_2_0 blurPS(HorizBlurSampler); } pass Mask < string Script ="RenderColorTarget0=;" "Draw=Buffer;"; > { VertexShader = compile vs_1_1 ScreenQuadVS(); cullmode = none; ZEnable = false; ZWriteEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 maskPS(); } } /***************************** eof ***/ ]]></effect></media_objects></fxstudio_project>