1 | /*********************************************************************NVMH3**** |
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2 | $Revision$ |
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3 | |
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4 | Copyright NVIDIA Corporation 2007 |
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5 | TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
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6 | *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS |
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7 | OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY |
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8 | AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS |
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9 | BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES |
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10 | WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, |
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11 | BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY |
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12 | LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF |
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13 | NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. |
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14 | |
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15 | |
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16 | To learn more about shading, shaders, and to bounce ideas off other shader |
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17 | authors and users, visit the NVIDIA Shader Library Forums at: |
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18 | |
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19 | http://developer.nvidia.com/forums/ |
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20 | |
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21 | ******************************************************************************/ |
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22 | |
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23 | // Relative filter weights indexed by distance (in texels) from "home" texel |
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24 | // (WT_0 is the "home" or center of the filter, WT_4 is four texels away) |
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25 | // Try changing these around for different filter patterns.... |
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26 | #define WT_0 1.0 |
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27 | #define WT_1 0.8 |
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28 | #define WT_2 0.6 |
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29 | #define WT_3 0.4 |
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30 | #define WT_4 0.2 |
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31 | // these ones are based on the above.... |
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32 | #define WT_NORMALIZE (WT_0+2.0*(WT_1+WT_2+WT_3+WT_4)) |
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33 | #define KW_0 (WT_0/WT_NORMALIZE) |
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34 | #define KW_1 (WT_1/WT_NORMALIZE) |
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35 | #define KW_2 (WT_2/WT_NORMALIZE) |
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36 | #define KW_3 (WT_3/WT_NORMALIZE) |
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37 | #define KW_4 (WT_4/WT_NORMALIZE) |
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38 | |
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39 | float Script : STANDARDSGLOBAL < |
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40 | string UIWidget = "none"; |
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41 | string ScriptClass = "scene"; |
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42 | string ScriptOrder = "postprocess"; |
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43 | string ScriptOutput = "color"; |
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44 | string Script = "Technique=Main;"; |
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45 | > = 0.8; |
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46 | |
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47 | // Standard full-screen imaging value |
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48 | float4 ClearColor < |
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49 | string UIWidget = "color"; |
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50 | string UIName = "Clear (Bg) Color"; |
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51 | > = {0,0,0,1.0}; |
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52 | |
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53 | float ClearDepth < |
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54 | string UIWidget = "None"; |
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55 | > = 1.0; |
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56 | |
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57 | float2 ViewportSize : VIEWPORTPIXELSIZE < |
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58 | string UIName="Screen Size"; |
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59 | string UIWidget="None"; |
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60 | >; |
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61 | |
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62 | /////////////////////////////////////////////////////////// |
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63 | /////////////////////////////////////// Tweakables //////// |
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64 | /////////////////////////////////////////////////////////// |
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65 | |
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66 | float Glowness < |
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67 | string UIName = "Glow Strength"; |
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68 | string UIWidget = "slider"; |
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69 | float UIMin = 0.0f; |
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70 | float UIMax = 2.0f; |
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71 | float UIStep = 0.05f; |
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72 | > = 0.7f; |
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73 | |
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74 | float Sceneness < |
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75 | string UIName = "Scene Strength"; |
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76 | string UIWidget = "slider"; |
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77 | float UIMin = 0.0f; |
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78 | float UIMax = 2.0f; |
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79 | float UIStep = 0.05f; |
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80 | > = 0.3f; |
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81 | |
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82 | float GlowSpan < |
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83 | string UIName = "Glow Step Size (Texels)"; |
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84 | string UIWidget = "slider"; |
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85 | float UIMin = 0.2f; |
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86 | float UIMax = 8.0f; |
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87 | float UIStep = 0.5f; |
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88 | > = 2.5f; |
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89 | |
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90 | /////////////////////////////////////////////////////////// |
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91 | ///////////////////////////// Render-to-Texture Targets /// |
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92 | /////////////////////////////////////////////////////////// |
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93 | |
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94 | texture ScnMap : RENDERCOLORTARGET < |
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95 | float2 ViewPortRatio = {1.0,1.0}; |
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96 | int MipLevels = 1; |
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97 | string Format = "X8R8G8B8" ; |
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98 | string UIWidget = "None"; |
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99 | >; |
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100 | |
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101 | sampler2D ScnSamp = sampler_state { |
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102 | texture = <ScnMap>; |
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103 | WrapS = ClampToEdge; |
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104 | WrapT = ClampToEdge; |
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105 | MinFilter = Linear; |
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106 | MagFilter = Linear; |
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107 | }; |
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108 | |
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109 | texture GlowMap1 : RENDERCOLORTARGET < |
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110 | float2 ViewPortRatio = {1.0,1.0}; |
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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 GlowSamp1 = sampler_state { |
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117 | texture = <GlowMap1>; |
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118 | WrapS = ClampToEdge; |
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119 | WrapT = ClampToEdge; |
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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 GlowMap2 : RENDERCOLORTARGET < |
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125 | float2 ViewPortRatio = {1.0,1.0}; |
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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 GlowSamp2 = sampler_state { |
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132 | texture = <GlowMap2>; |
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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 = {1.0,1.0}; |
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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 | /////////////////////////////////////////////////////////// |
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146 | ///////////////////////////// Connector Data Struct /////// |
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147 | /////////////////////////////////////////////////////////// |
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148 | |
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149 | struct OneTexelVertex { |
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150 | float4 Position : POSITION; |
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151 | float2 UV : TEXCOORD0; |
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152 | }; |
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153 | |
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154 | // nine texcoords, to sample nine in-line texels |
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155 | struct NineTexelVertex |
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156 | { |
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157 | float4 Position : POSITION; |
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158 | float2 UV : TEXCOORD0; |
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159 | float4 UV1 : TEXCOORD1; // xy AND zw used as UV coords |
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160 | float4 UV2 : TEXCOORD2; // xy AND zw used as UV coords |
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161 | float4 UV3 : TEXCOORD3; // xy AND zw used as UV coords |
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162 | float4 UV4 : TEXCOORD4; // xy AND zw used as UV coords |
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163 | }; |
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164 | |
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165 | /////////////////////////////////////////////////////////// |
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166 | /////////////////////////////////// Vertex Shaders //////// |
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167 | /////////////////////////////////////////////////////////// |
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168 | |
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169 | // vertex shader to align blur samples vertically |
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170 | NineTexelVertex vert9BlurVS( |
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171 | float3 Position : POSITION, |
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172 | float2 UV : TEXCOORD0 |
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173 | ) { |
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174 | NineTexelVertex OUT = (NineTexelVertex)0; |
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175 | OUT.Position = float4(Position, 1); |
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176 | float TexelIncrement = GlowSpan/ViewportSize.y; |
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177 | float2 Coord = float2(UV.xy); |
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178 | OUT.UV = Coord; |
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179 | OUT.UV1 = float4(Coord.x, Coord.y + TexelIncrement, |
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180 | Coord.x, Coord.y - TexelIncrement); |
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181 | OUT.UV2 = float4(Coord.x, Coord.y + TexelIncrement*2, |
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182 | Coord.x, Coord.y - TexelIncrement*2); |
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183 | OUT.UV3 = float4(Coord.x, Coord.y + TexelIncrement*3, |
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184 | Coord.x, Coord.y - TexelIncrement*3); |
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185 | OUT.UV4 = float4(Coord.x, Coord.y + TexelIncrement*4, |
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186 | Coord.x, Coord.y - TexelIncrement*4); |
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187 | return OUT; |
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188 | } |
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189 | |
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190 | // vertex shader to align blur samples horizontally |
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191 | NineTexelVertex horiz9BlurVS( |
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192 | float3 Position : POSITION, |
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193 | float2 UV : TEXCOORD0 |
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194 | ) { |
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195 | NineTexelVertex OUT = (NineTexelVertex)0; |
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196 | OUT.Position = float4(Position, 1); |
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197 | float TexelIncrement = GlowSpan/ViewportSize.x; |
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198 | float2 Coord = float2(UV.xy); |
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199 | OUT.UV = Coord; |
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200 | OUT.UV1 = float4(Coord.x + TexelIncrement, Coord.y, |
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201 | Coord.x - TexelIncrement, Coord.y); |
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202 | OUT.UV2 = float4(Coord.x + TexelIncrement*2, Coord.y, |
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203 | Coord.x - TexelIncrement*2, Coord.y); |
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204 | OUT.UV3 = float4(Coord.x + TexelIncrement*3, Coord.y, |
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205 | Coord.x - TexelIncrement*3, Coord.y); |
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206 | OUT.UV4 = float4(Coord.x + TexelIncrement*4, Coord.y, |
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207 | Coord.x - TexelIncrement*4, Coord.y); |
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208 | return OUT; |
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209 | } |
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210 | |
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211 | OneTexelVertex ScreenQuadVS( |
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212 | float3 Position : POSITION, |
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213 | float2 UV : TEXCOORD0 |
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214 | ) { |
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215 | OneTexelVertex OUT = (OneTexelVertex)0; |
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216 | OUT.Position = float4(Position, 1); |
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217 | OUT.UV = float2(UV.xy); |
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218 | return OUT; |
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219 | } |
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220 | |
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221 | /////////////////////////////////////////////////////////// |
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222 | /////////////////////////////////// Pixel Shaders ///////// |
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223 | /////////////////////////////////////////////////////////// |
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224 | |
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225 | float4 blur9PS(NineTexelVertex IN, |
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226 | uniform sampler2D SrcSamp) : COLOR |
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227 | { |
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228 | float4 OutCol = tex2D(SrcSamp, IN.UV4.zw) * KW_4; |
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229 | OutCol += tex2D(SrcSamp, IN.UV3.zw) * KW_3; |
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230 | OutCol += tex2D(SrcSamp, IN.UV2.zw) * KW_2; |
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231 | OutCol += tex2D(SrcSamp, IN.UV1.zw) * KW_1; |
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232 | OutCol += tex2D(SrcSamp, IN.UV) * KW_0; |
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233 | OutCol += tex2D(SrcSamp, IN.UV1.xy) * KW_1; |
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234 | OutCol += tex2D(SrcSamp, IN.UV2.xy) * KW_2; |
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235 | OutCol += tex2D(SrcSamp, IN.UV3.xy) * KW_3; |
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236 | OutCol += tex2D(SrcSamp, IN.UV4.xy) * KW_4; |
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237 | return OutCol; |
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238 | } |
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239 | |
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240 | // add glow on top of model |
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241 | |
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242 | float4 PS_GlowPass(OneTexelVertex IN) : COLOR |
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243 | { |
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244 | float4 scn = Sceneness * tex2D(ScnSamp, IN.UV); |
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245 | float3 glow = Glowness * tex2D(GlowSamp2, IN.UV).xyz; |
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246 | return float4(scn.xyz+glow,scn.w); |
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247 | } |
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248 | |
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249 | //////////////////////////////////////////////////////////// |
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250 | /////////////////////////////////////// techniques ///////// |
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251 | //////////////////////////////////////////////////////////// |
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252 | |
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253 | technique Main < |
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254 | string Script = |
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255 | "RenderColorTarget0=ScnMap;" |
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256 | "RenderDepthStencilTarget=DepthBuffer;" |
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257 | "ClearSetColor=ClearColor;" |
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258 | "ClearSetDepth=ClearDepth;" |
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259 | "Clear=Color;" |
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260 | "Clear=Depth;" |
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261 | "ScriptExternal=color;" |
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262 | "Pass=BlurGlowBuffer_Horz;" |
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263 | "Pass=BlurGlowBuffer_Vert;" |
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264 | "Pass=GlowPass;"; |
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265 | > { |
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266 | pass BlurGlowBuffer_Horz < |
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267 | string Script = "RenderColorTarget=GlowMap1;" |
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268 | "RenderDepthStencilTarget=DepthBuffer;" |
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269 | "Draw=Buffer;"; |
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270 | > { |
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271 | VertexShader = compile vp40 horiz9BlurVS(); |
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272 | CullFaceEnable = false; |
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273 | DepthTestEnable = false; |
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274 | PixelShader = compile fp40 blur9PS(ScnSamp); |
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275 | } |
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276 | pass BlurGlowBuffer_Vert < |
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277 | string Script = "RenderColorTarget=GlowMap2;" |
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278 | "RenderDepthStencilTarget=DepthBuffer;" |
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279 | "Draw=Buffer;"; |
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280 | > { |
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281 | VertexShader = compile vp40 vert9BlurVS(); |
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282 | CullFaceEnable = false; |
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283 | DepthTestEnable = false; |
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284 | PixelShader = compile fp40 blur9PS(GlowSamp1); |
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285 | } |
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286 | pass GlowPass < |
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287 | string Script= "RenderColorTarget0=;" |
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288 | "RenderDepthStencilTarget=;" |
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289 | "Draw=Buffer;"; |
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290 | > |
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291 | { |
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292 | CullFaceEnable = false; |
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293 | DepthTestEnable = false; |
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294 | DepthMask = false; |
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295 | BlendEnable = false; |
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296 | VertexShader = compile vp40 ScreenQuadVS(); |
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297 | PixelShader = compile fp40 PS_GlowPass(); |
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298 | } |
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299 | } |
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300 | |
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301 | ////////////// eof /// |
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