| 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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