1 | /** |
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2 | * |
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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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4 | * |
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5 | * \author Markus Wegmann |
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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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29 | void godrays_blur( |
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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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34 | uniform float2 projSunLightPosition, |
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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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41 | const int NUM_SAMPLES = 35; |
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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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68 | void godrays_combine( |
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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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95 | float2 ProjSunLightPosition : Position < |
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96 | string UIName = "Sun Light Position"; |
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97 | string Space = "World"; |
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98 | > = {0, 0}; |
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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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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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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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124 | texture GodraysTarget : RenderColorTarget < |
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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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131 | sampler2D GodraysDecal = sampler_state { |
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132 | Texture = <GodraysTarget>; |
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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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189 | VertexShader = compile vp40 ScreenQuadVS(); |
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190 | FragmentProgram = compile fp40 godrays_blur( |
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191 | ProjSunLightPosition, |
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192 | GodraysExposure, |
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193 | GodraysDecay, |
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194 | GodraysDensity, |
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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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210 | FragmentProgram = compile fp40 godrays_combine( |
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211 | ScnDecal, |
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212 | GodraysDecal); |
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213 | } |
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214 | } |
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215 | |
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216 | */ |
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