1 | ////////////////////////////////////////////// |
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2 | // CASTER PASS // |
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3 | // HEAT // |
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4 | ////////////////////////////////////////////// |
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5 | |
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6 | // vs_1_1 |
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7 | void HeatCaster_vp( |
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8 | // in |
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9 | float4 vPos: POSITION, |
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10 | float4 vNormal: NORMAL, |
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11 | |
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12 | // out |
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13 | out float4 oPos: POSITION, |
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14 | out float2 oNDotV: TEXCOORD0, |
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15 | |
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16 | // parameters |
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17 | uniform float4x4 worldViewProj, |
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18 | uniform float3 eyePosition // object space |
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19 | ) |
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20 | { |
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21 | float4 eyeDir = float4(eyePosition - vPos.xyz, 0); |
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22 | eyeDir = normalize(eyeDir); |
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23 | oPos = mul( worldViewProj, vPos ); |
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24 | oNDotV = clamp( dot( vNormal, eyeDir ), 0, 1 ); |
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25 | } |
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26 | |
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27 | // ps_2_0 |
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28 | float4 HeatCaster_fp( |
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29 | // input from vp |
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30 | float2 iNDotV: TEXCOORD0 |
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31 | ) : COLOR0 |
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32 | { |
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33 | return iNDotV.x; |
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34 | } |
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35 | |
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36 | |
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37 | ////////////////////////////////////////////// |
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38 | // CASTER PASS // |
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39 | // COLD // |
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40 | ////////////////////////////////////////////// |
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41 | |
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42 | // vs_1_1 |
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43 | void ColdCaster_vp( |
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44 | // in |
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45 | float4 vPos: POSITION, |
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46 | float4 vNormal: NORMAL, |
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47 | |
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48 | // out |
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49 | out float4 oPos: POSITION, |
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50 | out float2 oNDotV: TEXCOORD0, |
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51 | |
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52 | // parameters |
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53 | uniform float4x4 worldViewProj, |
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54 | uniform float3 eyePosition // object space |
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55 | ) |
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56 | { |
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57 | float4 eyeDir = float4(eyePosition - vPos.xyz, 0); |
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58 | eyeDir = normalize(eyeDir); |
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59 | oPos = mul( worldViewProj, vPos ); |
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60 | oNDotV = clamp( dot( vNormal, eyeDir ), 0, 1 ); |
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61 | } |
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62 | |
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63 | // ps_2_0 |
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64 | float4 ColdCaster_fp( |
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65 | // input from vp |
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66 | float2 iNDotV: TEXCOORD0 |
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67 | ) : COLOR0 |
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68 | { |
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69 | return iNDotV.x / 2; |
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70 | } |
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71 | |
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72 | |
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73 | ////////////////////////////////////////////// |
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74 | // PASS 1 - Light to heat conversion // |
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75 | ////////////////////////////////////////////// |
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76 | |
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77 | // ps_2_0 |
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78 | void LightToHeat_fp( |
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79 | // input from vp |
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80 | float4 inDiffuse: COLOR0, |
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81 | float2 inUV0: TEXCOORD0, |
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82 | |
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83 | // out |
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84 | out float4 outColor: COLOR0, |
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85 | |
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86 | // params |
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87 | uniform float4 random_fractions, |
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88 | uniform float4 heatBiasScale, |
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89 | uniform float4 depth_modulator, |
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90 | |
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91 | uniform sampler2D Input, // output of HeatVisionCaster_fp (NdotV) |
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92 | uniform sampler2D NoiseMap, |
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93 | uniform sampler2D HeatLookup |
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94 | ) |
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95 | { |
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96 | float depth, heat, interference; |
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97 | |
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98 | // Output constant color: |
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99 | depth = tex2D( Input, inUV0 ); |
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100 | depth *= (depth * depth_modulator); |
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101 | |
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102 | heat = (depth * heatBiasScale.y); |
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103 | |
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104 | // if (depth > 0) |
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105 | { |
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106 | interference = -0.5 + tex2D( NoiseMap, inUV0 + float2( random_fractions.x, random_fractions.y ) ); |
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107 | interference *= interference; |
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108 | interference *= 1 - heat; |
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109 | heat += interference;//+ heatBiasScale.x; |
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110 | } |
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111 | |
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112 | /* |
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113 | heatBias isn't used for now |
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114 | if (heat > 0) |
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115 | heat += heatBiasScale.x; |
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116 | */ |
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117 | |
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118 | // Clamp UVs |
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119 | heat = max( 0.005, min( 0.995, heat ) ); |
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120 | outColor = tex2D( HeatLookup, float2( heat, 0.f ) ); |
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121 | } |
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122 | |
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123 | |
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124 | ////////////////////////////////////////////// |
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125 | // PASS 2 - add simple blur (final pass) // |
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126 | ////////////////////////////////////////////// |
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127 | |
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128 | // ps_2_0 |
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129 | void Blur_fp( |
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130 | // input from vp |
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131 | float4 inDiffuse: COLOR0, |
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132 | float2 inUV0: TEXCOORD0, |
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133 | |
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134 | // out |
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135 | out float4 outColor: COLOR0, |
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136 | |
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137 | // parameters |
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138 | uniform sampler2D Input, // output of HeatVision_fp1 (HeatRenderTexture) |
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139 | uniform float4 blurAmount |
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140 | ) |
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141 | { |
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142 | int i; |
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143 | float4 tmpOutColor; |
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144 | float diffuseGlowFactor; |
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145 | const float2 offsets[4] = |
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146 | { |
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147 | /* |
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148 | // hazy blur |
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149 | -1.8, -1.8, |
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150 | -1.8, 1.8, |
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151 | 1.8, -1.8, |
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152 | 1.8, 1.8 |
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153 | */ |
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154 | /* |
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155 | // less-hazy blur |
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156 | -1.0, 2.0, |
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157 | -1.0, -1.0, |
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158 | 1.0, -1.0, |
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159 | 1.0, 1.0 |
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160 | */ |
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161 | /* |
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162 | -0.326212, -0.405805, |
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163 | -0.840144, -0.073580, |
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164 | -0.695914, 0.457137, |
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165 | -0.203345, 0.620716 |
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166 | */ |
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167 | |
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168 | -0.3, 0.4, |
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169 | -0.3, -0.4, |
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170 | 0.3, -0.4, |
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171 | 0.3, 0.4 |
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172 | |
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173 | }; |
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174 | |
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175 | tmpOutColor = tex2D( Input, inUV0 ); // UV coords are in image space |
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176 | |
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177 | // calculate glow amount |
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178 | diffuseGlowFactor = 0.0113f * (2.0 - max( tmpOutColor.r, tmpOutColor.g )); |
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179 | |
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180 | // basic blur filter |
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181 | for (i = 0; i < 4; i++) { |
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182 | tmpOutColor += tex2D( Input, inUV0 + blurAmount.x * diffuseGlowFactor * offsets[i] ); |
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183 | } |
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184 | |
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185 | tmpOutColor *= 0.25; |
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186 | |
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187 | // TIPS (old-skool strikes again!) |
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188 | // Pay attention here! If you use the "out float4 outColor" directly |
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189 | // in your steps while creating the output color (like you remove |
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190 | // the "tmpOutColor" var and just use the "outColor" directly) |
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191 | // your pixel-color output IS CHANGING EACH TIME YOU DO AN ASSIGNMENT TOO! |
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192 | // A temporary variable, instead, acts like a per-pixel double buffer, and |
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193 | // best of all, lead to better performance. |
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194 | outColor = tmpOutColor; |
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195 | } |
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