[8258] | 1 | /** |
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| 2 | * |
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[8357] | 3 | * \brief Godrays_*.cg is a radial blur based shader implementation of the natural effects of godrays (ray light scattering). The vertex function ScreenQuadVS() skips the default wvp-transform, what is irrelevant in Ogre when doing a "render_quad"-pass... just to say! |
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[8258] | 4 | * |
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[8346] | 5 | * \author Markus Wegmann |
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[8258] | 6 | * |
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| 7 | **/ |
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| 8 | |
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| 9 | |
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| 10 | struct OneTexelVertex { |
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| 11 | float4 Position : POSITION; |
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| 12 | float2 UV : TEXCOORD0; |
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| 13 | }; |
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| 14 | |
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| 15 | //// Vertex Shader //// |
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| 16 | |
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| 17 | OneTexelVertex ScreenQuadVS( |
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| 18 | float3 Position : POSITION, |
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| 19 | float2 UV : TEXCOORD0 |
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| 20 | ) { |
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| 21 | OneTexelVertex OUT = (OneTexelVertex)0; |
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| 22 | OUT.Position = float4(Position, 1); |
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| 23 | OUT.UV = float2(UV.xy); |
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| 24 | return OUT; |
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| 25 | } |
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| 26 | |
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| 27 | //// Fragment Shader //// |
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| 28 | |
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[8357] | 29 | void godrays_blur( |
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[8258] | 30 | OneTexelVertex IN, |
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| 31 | |
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| 32 | out float4 oColor: COLOR, |
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| 33 | |
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[8346] | 34 | uniform float2 projSunLightPosition, |
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[8258] | 35 | uniform float exposure, |
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| 36 | uniform float decay, |
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| 37 | uniform float density, |
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| 38 | uniform sampler2D decal) |
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| 39 | |
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| 40 | { |
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[8346] | 41 | const int NUM_SAMPLES = 35; |
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[8258] | 42 | |
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| 43 | float2 texCoord = IN.UV; |
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| 44 | |
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| 45 | |
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| 46 | oColor = float4(0,0,0,1); |
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| 47 | |
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| 48 | float2 deltaTextCoord = IN.UV - projSunLightPosition; |
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| 49 | deltaTextCoord *= 1.0f / NUM_SAMPLES * density; |
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| 50 | |
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| 51 | float illuminationDecay = 1.0f; |
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| 52 | |
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| 53 | for(int i=0; i < NUM_SAMPLES; i++) |
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| 54 | { |
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| 55 | texCoord -= deltaTextCoord; |
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| 56 | float4 sample = tex2D(decal, texCoord); |
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| 57 | |
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| 58 | oColor += sample; |
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| 59 | sample *= illuminationDecay; |
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| 60 | |
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| 61 | illuminationDecay *= decay; |
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| 62 | } |
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| 63 | |
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| 64 | oColor *= exposure / NUM_SAMPLES; |
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| 65 | } |
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| 66 | |
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| 67 | |
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[8357] | 68 | void godrays_combine( |
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[8258] | 69 | OneTexelVertex IN, |
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| 70 | |
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| 71 | out float4 color : COLOR, |
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| 72 | |
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| 73 | uniform sampler2D renderDecal, |
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| 74 | uniform sampler2D godraysDecal) |
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| 75 | { |
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| 76 | color = tex2D(renderDecal, IN.UV) + tex2D(godraysDecal, IN.UV); |
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| 77 | } |
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| 78 | |
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| 79 | |
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| 80 | |
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| 81 | |
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| 82 | /* CgFx based code |
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| 83 | |
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| 84 | //// Variables //// |
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| 85 | ///////////////////////////////////////////////////////////////////////////////////// |
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| 86 | |
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| 87 | float Script : STANDARDSGLOBAL < |
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| 88 | string UIWidget = "none"; |
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| 89 | string ScriptClass = "scene"; |
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| 90 | string ScriptOrder = "postprocess"; |
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| 91 | string ScriptOutput = "color"; |
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| 92 | string Script = "Technique=Main;"; |
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| 93 | > = 0.8; |
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| 94 | |
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[8346] | 95 | float2 ProjSunLightPosition : Position < |
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[8258] | 96 | string UIName = "Sun Light Position"; |
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| 97 | string Space = "World"; |
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[8346] | 98 | > = {0, 0}; |
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[8258] | 99 | |
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| 100 | float4 SkyColor < |
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| 101 | string UIName = "Sky Color"; |
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| 102 | string UIWidget = "Color"; |
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| 103 | > = {0f,0f,0f,1.0f}; |
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| 104 | |
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[8357] | 105 | float GodraysExposure = 1f; |
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| 106 | float GodraysDecay = 0.1f; |
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| 107 | float GodraysDensity = 0.7f; |
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[8258] | 108 | |
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| 109 | texture ScnTarget : RenderColorTarget < |
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| 110 | float2 ViewPortRatio = {1,1}; |
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| 111 | int MipLevels = 1; |
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| 112 | string Format = "X8R8G8B8" ; |
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| 113 | string UIWidget = "None"; |
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| 114 | >; |
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| 115 | |
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| 116 | sampler2D ScnDecal = sampler_state { |
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| 117 | Texture = <ScnTarget>; |
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| 118 | WrapS = Repeat; |
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| 119 | WrapT = Repeat; |
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| 120 | MinFilter = Linear; |
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| 121 | MagFilter = Linear; |
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| 122 | }; |
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| 123 | |
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[8357] | 124 | texture GodraysTarget : RenderColorTarget < |
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[8258] | 125 | float2 ViewPortRatio = {1,1}; |
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| 126 | int MipLevels = 1; |
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| 127 | string Format = "X8R8G8B8" ; |
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| 128 | string UIWidget = "None"; |
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| 129 | >; |
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| 130 | |
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[8357] | 131 | sampler2D GodraysDecal = sampler_state { |
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| 132 | Texture = <GodraysTarget>; |
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[8258] | 133 | WrapS = ClampToEdge; |
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| 134 | WrapT = ClampToEdge; |
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| 135 | MinFilter = Linear; |
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| 136 | MagFilter = Linear; |
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| 137 | }; |
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| 138 | |
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| 139 | texture DepthBuffer : RENDERDEPTHSTENCILTARGET < |
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| 140 | float2 ViewPortRatio = {1,1}; |
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| 141 | string Format = "D24S8"; |
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| 142 | string UIWidget = "None"; |
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| 143 | >; |
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| 144 | |
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| 145 | texture LowDepthBuffer : RENDERDEPTHSTENCILTARGET < |
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| 146 | float2 ViewPortRatio = {1,1}; |
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| 147 | string Format = "D24S8"; |
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| 148 | string UIWidget = "None"; |
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| 149 | >; |
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| 150 | //// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS //////////////// |
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| 151 | |
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| 152 | float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; |
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| 153 | float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; |
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| 154 | float4x4 VpXf : ViewProjection < string UIWidget="None"; >; |
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| 155 | float4x4 WorldXf : World < string UIWidget="None"; >; |
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| 156 | float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; |
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| 157 | |
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| 158 | // Standard full-screen imaging value |
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| 159 | |
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| 160 | float ClearDepth < |
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| 161 | string UIWidget = "None"; |
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| 162 | > = 1.0; |
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| 163 | |
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| 164 | technique Main < |
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| 165 | string Script = |
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| 166 | "RenderColorTarget0=ScnTarget;" |
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| 167 | "RenderDepthStencilTarget=DepthBuffer;" |
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| 168 | "ClearSetColor=SkyColor;" |
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| 169 | "ClearSetDepth=ClearDepth;" |
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| 170 | "Clear=Color;" |
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| 171 | "Clear=Depth;" |
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| 172 | "ScriptExternal=color;" |
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| 173 | "Pass=BlurRaw;" |
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| 174 | "Pass=CombineRender;"; |
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| 175 | > |
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| 176 | { |
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| 177 | |
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| 178 | pass BlurRaw |
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| 179 | < |
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| 180 | string Script = "RenderColorTarget=GodrayTarget;" |
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| 181 | "RenderDepthStencilTarget=LowDepthBuffer;" |
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| 182 | "Draw=Buffer;"; |
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| 183 | > |
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| 184 | { |
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| 185 | DepthTestEnable = false; |
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| 186 | DepthMask = false; |
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| 187 | BlendEnable = false; |
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| 188 | |
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[8346] | 189 | VertexShader = compile vp40 ScreenQuadVS(); |
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[8357] | 190 | FragmentProgram = compile fp40 godrays_blur( |
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[8346] | 191 | ProjSunLightPosition, |
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[8357] | 192 | GodraysExposure, |
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| 193 | GodraysDecay, |
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| 194 | GodraysDensity, |
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[8258] | 195 | ScnDecal); |
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| 196 | } |
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| 197 | |
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| 198 | pass CombineRender |
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| 199 | < |
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| 200 | string Script = "RenderColorTarget0=;" |
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| 201 | "RenderDepthStencilTarget=;" |
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| 202 | "Draw=Buffer;"; |
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| 203 | > |
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| 204 | { |
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| 205 | DepthTestEnable = false; |
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| 206 | DepthMask = false; |
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| 207 | BlendEnable = false; |
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| 208 | |
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| 209 | VertexShader = compile vp40 ScreenQuadVS(); |
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[8357] | 210 | FragmentProgram = compile fp40 godrays_combine( |
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[8258] | 211 | ScnDecal, |
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[8357] | 212 | GodraysDecal); |
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[8258] | 213 | } |
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| 214 | } |
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| 215 | |
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| 216 | */ |
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