[8708] | 1 | struct OneTexelVertex { |
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| 2 | float4 Position : POSITION; |
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| 3 | float2 UV : TEXCOORD0; |
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| 4 | }; |
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| 5 | |
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| 6 | //// Vertex Shader //// |
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| 7 | |
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| 8 | OneTexelVertex ScreenQuadVS( |
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| 9 | float3 Position : POSITION, |
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| 10 | float2 UV : TEXCOORD0 |
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| 11 | ) { |
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| 12 | OneTexelVertex OUT = (OneTexelVertex)0; |
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| 13 | OUT.Position = float4(Position, 1); |
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| 14 | OUT.UV = float2(UV.xy); |
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| 15 | return OUT; |
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| 16 | } |
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| 17 | |
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| 18 | OneTexelVertex ScreenQuadVSWithLightPosition( |
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| 19 | float3 Position : POSITION, |
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| 20 | float2 UV : TEXCOORD0, |
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| 21 | |
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| 22 | uniform float4x4 viewProj, |
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| 23 | uniform float4 sunLightPosition, |
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| 24 | |
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| 25 | out float2 projSunLightPosition : TEXCOORD1 |
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| 26 | ) { |
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| 27 | OneTexelVertex OUT = (OneTexelVertex)0; |
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| 28 | OUT.Position = float4(Position, 1); |
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| 29 | OUT.UV = float2(UV.xy); |
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| 30 | |
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| 31 | projSunLightPosition = float2(0.5,0.5); |
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| 32 | |
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| 33 | return OUT; |
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| 34 | } |
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| 35 | |
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| 36 | //// Fragment Shader //// |
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| 37 | |
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| 38 | |
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| 39 | |
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| 40 | void godray_blur( |
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| 41 | OneTexelVertex IN, |
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| 42 | |
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| 43 | float2 projSunLightPosition : TEXCOORD1, |
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| 44 | |
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| 45 | out float4 oColor: COLOR, |
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| 46 | |
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| 47 | uniform float exposure, |
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| 48 | uniform float decay, |
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| 49 | uniform float density, |
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| 50 | uniform sampler2D decal) |
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| 51 | |
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| 52 | { |
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| 53 | const int NUM_SAMPLES = 200; |
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| 54 | |
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| 55 | float2 texCoord = IN.UV; |
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| 56 | |
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| 57 | |
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| 58 | oColor = float4(0,0,0,1); |
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| 59 | |
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| 60 | float2 deltaTextCoord = IN.UV - projSunLightPosition; |
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| 61 | deltaTextCoord *= 1.0f / NUM_SAMPLES * density; |
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| 62 | |
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| 63 | float illuminationDecay = 1.0f; |
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| 64 | |
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| 65 | for(int i=0; i < NUM_SAMPLES; i++) |
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| 66 | { |
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| 67 | texCoord -= deltaTextCoord; |
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| 68 | float4 sample = tex2D(decal, texCoord); |
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| 69 | |
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| 70 | oColor += sample; |
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| 71 | sample *= illuminationDecay; |
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| 72 | |
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| 73 | illuminationDecay *= decay; |
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| 74 | } |
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| 75 | |
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| 76 | oColor *= exposure / NUM_SAMPLES; |
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| 77 | } |
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| 78 | |
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| 79 | |
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| 80 | void combineRenderAndGodrays( |
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| 81 | OneTexelVertex IN, |
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| 82 | |
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| 83 | out float4 color : COLOR, |
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| 84 | |
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| 85 | uniform sampler2D renderDecal, |
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| 86 | uniform sampler2D godraysDecal) |
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| 87 | { |
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| 88 | color = tex2D(renderDecal, IN.UV) + tex2D(godraysDecal, IN.UV); |
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| 89 | } |
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| 90 | |
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| 91 | //// Variables //// |
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| 92 | ///////////////////////////////////////////////////////////////////////////////////// |
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| 93 | |
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| 94 | float Script : STANDARDSGLOBAL < |
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| 95 | string UIWidget = "none"; |
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| 96 | string ScriptClass = "scene"; |
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| 97 | string ScriptOrder = "postprocess"; |
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| 98 | string ScriptOutput = "color"; |
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| 99 | string Script = "Technique=Main;"; |
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| 100 | > = 0.8; |
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| 101 | |
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| 102 | float4 SunLightPosition /* : Position < |
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| 103 | string UIName = "Sun Light Position"; |
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| 104 | string Space = "World"; |
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| 105 | > */ = {0, 0, 0, 1}; |
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| 106 | |
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| 107 | float4 SkyColor < |
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| 108 | string UIName = "Sky Color"; |
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| 109 | string UIWidget = "Color"; |
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| 110 | > = {0f,0f,0f,1.0f}; |
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| 111 | |
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| 112 | float GodrayExposure = 1f; |
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| 113 | float GodrayDecay = 0.1f; |
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| 114 | float GodrayDensity = 0.7f; |
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| 115 | |
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| 116 | texture ScnTarget : RenderColorTarget < |
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| 117 | float2 ViewPortRatio = {1,1}; |
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| 118 | int MipLevels = 1; |
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| 119 | string Format = "X8R8G8B8" ; |
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| 120 | string UIWidget = "None"; |
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| 121 | >; |
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| 122 | |
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| 123 | sampler2D ScnDecal = sampler_state { |
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| 124 | Texture = <ScnTarget>; |
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| 125 | WrapS = Repeat; |
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| 126 | WrapT = Repeat; |
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| 127 | MinFilter = Linear; |
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| 128 | MagFilter = Linear; |
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| 129 | }; |
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| 130 | |
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| 131 | texture GodrayTarget : RenderColorTarget < |
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| 132 | float2 ViewPortRatio = {1,1}; |
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| 133 | int MipLevels = 1; |
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| 134 | string Format = "X8R8G8B8" ; |
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| 135 | string UIWidget = "None"; |
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| 136 | >; |
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| 137 | |
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| 138 | sampler2D GodrayDecal = sampler_state { |
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| 139 | Texture = <GodrayTarget>; |
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| 140 | WrapS = ClampToEdge; |
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| 141 | WrapT = ClampToEdge; |
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| 142 | MinFilter = Linear; |
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| 143 | MagFilter = Linear; |
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| 144 | }; |
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| 145 | |
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| 146 | texture DepthBuffer : RENDERDEPTHSTENCILTARGET < |
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| 147 | float2 ViewPortRatio = {1,1}; |
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| 148 | string Format = "D24S8"; |
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| 149 | string UIWidget = "None"; |
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| 150 | >; |
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| 151 | |
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| 152 | texture LowDepthBuffer : RENDERDEPTHSTENCILTARGET < |
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| 153 | float2 ViewPortRatio = {1,1}; |
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| 154 | string Format = "D24S8"; |
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| 155 | string UIWidget = "None"; |
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| 156 | >; |
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| 157 | //// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS //////////////// |
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| 158 | |
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| 159 | float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >; |
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| 160 | float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >; |
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| 161 | float4x4 VpXf : ViewProjection < string UIWidget="None"; >; |
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| 162 | float4x4 WorldXf : World < string UIWidget="None"; >; |
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| 163 | float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >; |
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| 164 | |
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| 165 | // Standard full-screen imaging value |
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| 166 | |
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| 167 | float ClearDepth < |
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| 168 | string UIWidget = "None"; |
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| 169 | > = 1.0; |
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| 170 | |
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| 171 | float2 ViewportSize : VIEWPORTPIXELSIZE < |
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| 172 | string UIName="Screen Size"; |
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| 173 | string UIWidget="None"; |
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| 174 | >; |
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| 175 | |
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| 176 | technique Main < |
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| 177 | string Script = |
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| 178 | "RenderColorTarget0=ScnTarget;" |
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| 179 | "RenderDepthStencilTarget=DepthBuffer;" |
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| 180 | "ClearSetColor=SkyColor;" |
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| 181 | "ClearSetDepth=ClearDepth;" |
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| 182 | "Clear=Color;" |
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| 183 | "Clear=Depth;" |
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| 184 | "ScriptExternal=color;" |
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| 185 | "Pass=BlurRaw;" |
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| 186 | "Pass=CombineRender;"; |
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| 187 | > |
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| 188 | { |
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| 189 | |
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| 190 | pass BlurRaw |
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| 191 | < |
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| 192 | string Script = "RenderColorTarget=GodrayTarget;" |
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| 193 | "RenderDepthStencilTarget=LowDepthBuffer;" |
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| 194 | "Draw=Buffer;"; |
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| 195 | > |
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| 196 | { |
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| 197 | DepthTestEnable = false; |
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| 198 | DepthMask = false; |
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| 199 | BlendEnable = false; |
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| 200 | |
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| 201 | VertexShader = compile vp30 ScreenQuadVSWithLightPosition(VpXf, SunLightPosition); |
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| 202 | FragmentProgram = compile fp30 godray_blur( |
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| 203 | GodrayExposure, |
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| 204 | GodrayDecay, |
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| 205 | GodrayDensity, |
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| 206 | ScnDecal); |
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| 207 | } |
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| 208 | |
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| 209 | pass CombineRender |
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| 210 | < |
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| 211 | string Script = "RenderColorTarget0=;" |
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| 212 | "RenderDepthStencilTarget=;" |
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| 213 | "Draw=Buffer;"; |
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| 214 | > |
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| 215 | { |
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| 216 | DepthTestEnable = false; |
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| 217 | DepthMask = false; |
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| 218 | BlendEnable = false; |
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| 219 | |
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| 220 | VertexShader = compile vp30 ScreenQuadVS(); |
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| 221 | FragmentProgram = compile fp30 combineRenderAndGodrays( |
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| 222 | ScnDecal, |
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| 223 | GodrayDecal); |
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| 224 | } |
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| 225 | } |
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