= 0.8; // version number
#include
// #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 ;
float4x4 WvpXf : WorldViewProjection ;
float4x4 WorldXf : World ;
float4x4 ViewIXf : ViewInverse ;
float4x4 WorldViewITXf : WorldViewInverseTranspose ;
float4x4 WorldViewXf : WorldView ;
float4x4 ViewXf : View ;
float4x4 ViewITXf : ViewInverseTranspose ;
#ifdef USE_TIMER
float Timer : TIME ;
#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 ; // 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 = ;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
AddressU = WRAP;
AddressV = WRAP;
};
//////////////////
#ifdef USE_NORMALIZATION_CUBEMAP
#include
// 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 ***/
]]>; \
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 ///
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