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path="C:\Program Files\NVIDIA Corporation\NVIDIA FX Composer\MEDIA\HLSL_textures\default_color.dds"/><effect path="F:\devrel\SDK\MEDIA\HLSL\SpinBlur.fx"><![CDATA[/*********************************************************************NVMH3**** File: $Id: //sw/devrel/SDK/MEDIA/HLSL/SpinBlur.fx#12 $ 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: Accumulation Buffer Test Setting the value of "npasses" allows selection of just how blurry you want it. This shader requires support for floating-point alpha blending (FP16) in the frame buffer. ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "standard"; string ScriptOutput = "color"; // We just call a script in the main technique. string Script = "Technique=Blur;"; > = 0.8; // version number #include <include\\Quad.fxh> // #define USE_TIMER // Compile-time flags // feature flags // performance flags //#define USE_NORMALIZATION_CUBEMAP //#define USE_HALF // float for pixel shaders #ifdef USE_HALF #define REAL half #define REAL2 half2 #define REAL3 half3 #define REAL4 half4 #else /* !USE_HALF */ #define REAL float #define REAL2 float2 #define REAL3 float3 #define REAL4 float4 #endif /* !USE_HALF */ /////////////////////////////////////////////////////////////// /// UNTWEAKABLES ////////////////////////////////////////////// /////////////////////////////////////////////////////////////// float4x4 WorldITXf : WorldInverseTranspose <string UIWidget="None";>; float4x4 WvpXf : WorldViewProjection <string UIWidget="None";>; float4x4 WorldXf : World <string UIWidget="None";>; float4x4 ViewIXf : ViewInverse <string UIWidget="None";>; float4x4 WorldViewITXf : WorldViewInverseTranspose <string UIWidget="None";>; float4x4 WorldViewXf : WorldView <string UIWidget="None";>; float4x4 ViewXf : View <string UIWidget="None";>; float4x4 ViewITXf : ViewInverseTranspose <string UIWidget="None";>; #ifdef USE_TIMER float Timer : TIME <string UIWidget="None";>; #else /* !USE_TIMER */ float Timer < string UIName = "Time At Frame Start"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 10.0; float UIStep = 0.1; > = 0.0f; #endif /* !USE_TIMER */ float passnumber <string UIWidget = "none";>; // loop counter, hidden /////////////////////////////////////////////////////////////// /// TWEAKABLES //////////////////////////////////////////////// /////////////////////////////////////////////////////////////// float npasses < float UIStep = 1.0; string UIName = "Blur passes"; > = 16.0f; float Accel < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; string UIName = "Blur biasing"; > = 1.0; ////////////////////////////////////////////// spot light half3 LightDir : DIRECTION < string UIName = "Light Direction"; string Object = "DirectionalLight"; string Space = "World"; > = {-0.707f, 0.707f, 0.0f}; ////////////////////////////////////////////// ambient light half4 AmbiLightColor : Ambient < string UIName = "Ambient Light"; string UIWidget = "Color"; > = {0.07f, 0.07f, 0.07f, 1}; ////////////////////////////////////////////// surface half4 SurfColor : Diffuse < string UIName = "Surface"; string UIWidget = "Color"; > = {1.0f, 0.7f, 0.3f, 1}; float Ks < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.5; float UIStep = 0.01; string UIName = "Specular"; > = 1.0; float SpecExpon : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "Specular power"; > = 52.0; half Speed < string UIName = "Radians Per Sec"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 3.14159265358979; float UIStep = 0.01; > = 0.2f; half Shutter < string UIName = "Shutter 0-1"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.5f; float FPS < string UIName = "Frames Per Second"; string UIWidget = "slider"; float UIMin = 2.0; float UIMax = 60.0; float UIStep = 0.03; > = 29.97f; //////////////////////////////////////////////////////// /// TEXTURES /////////////////////////////////////////// //////////////////////////////////////////////////////// texture DiffTexture : Diffuse < string ResourceName = "default_color.dds"; string ResourceType = "2D"; >; sampler2D DiffSampler = sampler_state { Texture = <DiffTexture>; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = WRAP; AddressV = WRAP; }; ////////////////// #ifdef USE_NORMALIZATION_CUBEMAP #include <include\\normalize.fxh> // only for pixel shaders.... /* half3 my_normalize(half3 v) { half3 v2 = texCUBE(NormalizeSampler,v); return (2*(v2-0.5)); } half4 my_normalize(half4 v) { half3 v2 = texCUBE(NormalizeSampler,v.xyz); return half4((2*(v2-0.5)),1); } */ #define NORM my_normalize #else /* !USE_NORMALIZATION_CUBEMAP */ #define NORM normalize #endif /* !USE_NORMALIZATION_CUBEMAP */ /////////////////////////////////////////////////////////// ///////////////////////////// Render-to-Texture Data ////// /////////////////////////////////////////////////////////// float4 ClearColor : DIFFUSE = {0,0,0,1.0}; float ClearDepth < string UIWidget = "none"; > = 1.0; DECLARE_QUAD_TEX(EachMap,EachSampler,"A8R8G8B8") DECLARE_QUAD_TEX(AccumBuffer,AccumSampler,"A16B16G16R16F") DECLARE_QUAD_DEPTH_BUFFER(SceneDepth,"D24S8") //////////////////////////////////////////////////////////////////////////// /// SHADER CODE BEGINS ///////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// /* data from application vertex buffer */ struct appdata { half3 Position : POSITION; half4 UV : TEXCOORD0; half4 Normal : NORMAL; }; // used for all other passes struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; float3 WNormal : TEXCOORD1; float3 WView : TEXCOORD2; half4 DiffCol : COLOR0; }; /*********************************************************/ /*********** vertex shader *******************************/ /*********************************************************/ vertexOutput spinVS(appdata IN,uniform half delta) { vertexOutput OUT; OUT.UV = IN.UV.xy; half3 Nn = normalize(mul(IN.Normal, WorldITXf).xyz); half4 Po = half4(IN.Position.xyz,1); // obj coords half angNext = Speed * (Timer + (delta/FPS)); half2 ci = cos(angNext); half2 si = sin(angNext); half3 Nrz = half3(Nn.x*ci.x-Nn.y*si.x, Nn.x*si.x+Nn.y*ci.x, Nn.z); half4 Prz = half4(Po.x*ci.x-Po.y*si.x, Po.x*si.x+Po.y*ci.x, Po.zw); OUT.WView = normalize(ViewIXf[3].xyz - Prz.xyz); // obj coords OUT.WNormal = Nrz; // mul(Po,WorldViewProjXf); // screen clipspace coords float d = dot(-LightDir,Nrz); OUT.DiffCol = half4(max(0,d).xxx,1.0); half4 Ph = mul(Prz, WvpXf); OUT.HPosition = Ph; return OUT; } /*********************************************************/ /*********** pixel shader ********************************/ /*********************************************************/ half4 nPS(vertexOutput IN, uniform float delta) : COLOR { float3 Nn = NORM(IN.WNormal); float3 Vn = NORM(IN.WView); float3 Ln = -LightDir; float3 Hn = NORM(Vn + Ln); float hdn = Ks * pow(dot(Hn,Nn),SpecExpon); half4 sc = half4(hdn.xxx,0); half4 tc = tex2D(DiffSampler,IN.UV); half4 dc = tc * SurfColor * (IN.DiffCol + AmbiLightColor); return delta*(dc+sc); } /////////////////////////////////////////////////////////// /// Final Pass //////////////////////////////////////////// /////////////////////////////////////////////////////////// QUAD_REAL4 accumPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 texCol = tex2D(EachSampler, IN.UV); return texCol; } QUAD_REAL4 finalPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 texCol = tex2D(AccumSampler, IN.UV) / npasses; return texCol; } //////////////////////////////////////////////////////////////////// /// TECHNIQUES ///////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// technique Blur < string Script = // Clear Accum Buffer "RenderColorTarget0=AccumBuffer;" "ClearSetColor=ClearColor;" "Clear=Color;" "LoopByCount=npasses;" //"LoopBegin;" "LoopGetIndex=passnumber;" // Render Object(s) "Pass=drawObj;" // Blend Results into accum buffer "Pass=Accumulate;" "LoopEnd;" // draw accum buffer to framebuffer "Pass=FinalPass;"; > { pass drawObj < string Script = "RenderColorTarget0=EachMap;" "RenderDepthStencilTarget=SceneDepth;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "Draw=geometry;"; > { VertexShader = compile vs_2_0 spinVS((passnumber/(npasses-1.0))); ZEnable = true; ZWriteEnable = true; CullMode = None; AlphaBlendEnable = false; PixelShader = compile ps_2_0 nPS((1-Accel)+Accel*(passnumber/(npasses-1.0))); } pass Accumulate < string Script = "RenderColorTarget0=AccumBuffer;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); ZEnable = false; AlphaBlendEnable = true; SrcBlend = ONE; DestBlend = ONE; PixelShader = compile ps_2_0 accumPS(); } pass FinalPass < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); AlphaBlendEnable = false; ZEnable = false; PixelShader = compile ps_2_0 finalPS(); } } /***************************** 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>