@@ -0,0 +1,478 @@
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
// ----- Copyright 2011 Christopher Harris --------------------- http://krypton.codeplex.com/ ----- //
|
||||
// ----------------------------------------------------------------- mailto:xixonia@gmail.com ----- //
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
// ----- Parameters ------------------------------------------------------------------------------- //
|
||||
|
||||
float4x4 Matrix;
|
||||
|
||||
texture Texture0;
|
||||
texture Texture1;
|
||||
float2 LightPosition;
|
||||
float LightIntensityFactor = 1;
|
||||
|
||||
float ShadowStrech = 1000000;
|
||||
|
||||
float2 TexelBias;
|
||||
|
||||
float4 AmbientColor;
|
||||
|
||||
float Bluriness = 0.5f;
|
||||
float BlurFactorU = 0;
|
||||
float BlurFactorV = 0;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
// ----- Samplers --------------------------------------------------------------------------------- //
|
||||
|
||||
sampler2D tex0 = sampler_state
|
||||
{
|
||||
Texture = <Texture0>;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
sampler2D tex1 = sampler_state
|
||||
{
|
||||
Texture = <Texture1>;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
// ----- Structures ------------------------------------------------------------------------------- //
|
||||
|
||||
struct ShadowHullVertex
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float2 Normal : NORMAL0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexPositionColor
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexPositionNormalTexture
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float4 Normal : NORMAL0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexPositionColorTexture
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float4 Color : COLOR0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexPositionTexture
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------ //
|
||||
// ----- Techniques ------------------------------------------------------------------------------- //
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: TextureToTarget ---------------------------------------------------------------
|
||||
|
||||
VertexPositionTexture VS_ScreenCopy(VertexPositionTexture input)
|
||||
{
|
||||
VertexPositionTexture output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return input;
|
||||
};
|
||||
|
||||
float4 PS_ScreenCopy(VertexPositionTexture input) : COLOR0
|
||||
{
|
||||
return tex2D(tex0, input.TexCoord + TexelBias);
|
||||
};
|
||||
|
||||
technique TextureToTarget_Add
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
BlendOp = Add;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_ScreenCopy();
|
||||
}
|
||||
};
|
||||
|
||||
technique TextureToTarget_Multiply
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
BlendOp = Add;
|
||||
SrcBlend = Zero;
|
||||
DestBlend = SrcColor;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_ScreenCopy();
|
||||
}
|
||||
};
|
||||
|
||||
float4 PS_ClearTarget() : COLOR0
|
||||
{
|
||||
return float4(0, 0, 0, 1);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: SimpleTexture -----------------------------------------------------------------
|
||||
|
||||
VertexPositionColorTexture VS_SimpleTexture(VertexPositionColorTexture input)
|
||||
{
|
||||
VertexPositionColorTexture output;
|
||||
|
||||
output.Position = mul(input.Position, Matrix);
|
||||
output.Color = input.Color;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
float4 PS_SimpleTexture(VertexPositionColorTexture input) : COLOR0
|
||||
{
|
||||
return tex2D(tex0, input.TexCoord) * input.Color;
|
||||
};
|
||||
|
||||
float4 PS_LightTexture(VertexPositionColorTexture input) : COLOR0
|
||||
{
|
||||
return pow(tex2D(tex0, input.TexCoord) * input.Color, LightIntensityFactor);
|
||||
};
|
||||
|
||||
technique SimpleTexture
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_SimpleTexture();
|
||||
}
|
||||
};
|
||||
|
||||
technique LightTexture
|
||||
{
|
||||
pass Pass1
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
BlendOp = Add;
|
||||
DestBlend = Zero;
|
||||
SrcBlend = SrcAlpha;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_LightTexture();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: PointLight_Shadow -------------------------------------------------------------
|
||||
|
||||
VertexPositionColor VS_PointLight_Shadow(ShadowHullVertex input)
|
||||
{
|
||||
float2 direction = normalize(LightPosition.xy - input.Position.xy);
|
||||
|
||||
if(dot(input.Normal.xy, direction) < 0)
|
||||
{
|
||||
// Stretch backfacing vertices
|
||||
input.Position.xy -= direction * ShadowStrech;
|
||||
}
|
||||
|
||||
VertexPositionColor output;
|
||||
|
||||
output.Position = mul(input.Position, Matrix);
|
||||
output.Color = input.Color;
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
float4 PS_PointLight_Shadow(float4 input : COLOR0) : COLOR0
|
||||
{
|
||||
return input;
|
||||
};
|
||||
|
||||
VertexPositionColor VS_Shadow_HullIllumination(ShadowHullVertex input)
|
||||
{
|
||||
VertexPositionColor output;
|
||||
|
||||
output.Position = mul(input.Position, Matrix);
|
||||
output.Color = input.Color;
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
float4 PS_Shadow_HullIllumination() : COLOR0
|
||||
{
|
||||
return float4(1, 1, 1, 1);
|
||||
};
|
||||
|
||||
technique PointLight_Shadow
|
||||
{
|
||||
pass Shadow
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
BlendOp = RevSubtract;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: PointLight_ShadowWithIllumination ---------------------------------------------
|
||||
|
||||
technique PointLight_ShadowWithIllumination
|
||||
{
|
||||
pass Shadow_Illumination
|
||||
{
|
||||
// This outlines where our hulls are currently, so we don't draw shadows there
|
||||
StencilEnable = True;
|
||||
StencilFunc = Never;
|
||||
StencilFail = Incr;
|
||||
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
|
||||
PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
|
||||
}
|
||||
|
||||
pass Shadow
|
||||
{
|
||||
// Only draw where the Stencil hasn't touched
|
||||
StencilEnable = True;
|
||||
StencilFunc = Equal;
|
||||
StencilRef = 0;
|
||||
StencilFail = Incr;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
BlendOp = RevSubtract;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: PointLight_ShadowWithOcclusion ------------------------------------------------
|
||||
|
||||
technique PointLight_ShadowWithOcclusion
|
||||
{
|
||||
pass Shadow_HullStencil
|
||||
{
|
||||
// This outlines where our hulls are currently, so we don't draw shadows there, unless the hull is occluded
|
||||
StencilEnable = True;
|
||||
StencilFunc = Never;
|
||||
StencilFail = Incr;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
|
||||
PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
|
||||
}
|
||||
|
||||
pass Shadow
|
||||
{
|
||||
// This allows us to draw shadows on hulls behind other hulls
|
||||
StencilEnable = True;
|
||||
StencilFunc = NotEqual;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
StencilFail = Incr;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
|
||||
BlendOp = RevSubtract;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: DebugDraw ---------------------------------------------------------------------
|
||||
|
||||
technique DebugDraw
|
||||
{
|
||||
pass Solid
|
||||
{
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_Shadow_HullIllumination();
|
||||
PixelShader = compile ps_2_0 PS_Shadow_HullIllumination();
|
||||
}
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// ----- Technique: Blur --------------------------------------------------------------------------
|
||||
|
||||
float4 PS_BlurH(in float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float blurFactor = Bluriness * BlurFactorU / 4.0f;
|
||||
|
||||
return
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 4, texCoord.y) + TexelBias) * 0.05f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 3, texCoord.y) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor * 2, texCoord.y) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x - blurFactor, texCoord.y) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y) + TexelBias) * 0.18f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor, texCoord.y) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 2, texCoord.y) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 3, texCoord.y) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x + blurFactor * 4, texCoord.y) + TexelBias) * 0.05f;
|
||||
}
|
||||
|
||||
float4 PS_BlurV(in float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float blurFactor = Bluriness * BlurFactorV / 4.0f;
|
||||
|
||||
return
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 4) + TexelBias) * 0.05f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 3) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor * 2) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y - blurFactor) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y) + TexelBias) * 0.18f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor) + TexelBias) * 0.15f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 2) + TexelBias) * 0.12f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 3) + TexelBias) * 0.09f +
|
||||
tex2D(tex0, float2(texCoord.x, texCoord.y + blurFactor * 4) + TexelBias) * 0.05f;
|
||||
}
|
||||
|
||||
technique Blur
|
||||
{
|
||||
pass HorizontalBlur
|
||||
{
|
||||
ScissorTestEnable = False;
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_BlurH();
|
||||
}
|
||||
|
||||
pass VerticalBlur
|
||||
{
|
||||
ScissorTestEnable = False;
|
||||
StencilEnable = False;
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_BlurV();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
technique PointLight_Shadow_Fast
|
||||
{
|
||||
pass ShadowStencil
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = Always;
|
||||
StencilPass = Incr;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = DestAlpha;
|
||||
DestBlend = Zero;
|
||||
|
||||
ColorWriteEnable = Alpha;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_PointLight_Shadow();
|
||||
PixelShader = compile ps_2_0 PS_PointLight_Shadow();
|
||||
}
|
||||
|
||||
pass Light
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = Equal;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = One;
|
||||
DestBlend = One;
|
||||
|
||||
ColorWriteEnable = Red | Green | Blue;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_LightTexture();
|
||||
}
|
||||
|
||||
pass LightAlpha
|
||||
{
|
||||
StencilEnable = True;
|
||||
StencilFunc = NotEqual;
|
||||
StencilRef = 1;
|
||||
StencilPass = Keep;
|
||||
|
||||
ScissorTestEnable = True;
|
||||
|
||||
AlphaBlendEnable = True;
|
||||
BlendOp = Add;
|
||||
SrcBlend = DestAlpha;
|
||||
DestBlend = One;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_SimpleTexture();
|
||||
PixelShader = compile ps_2_0 PS_LightTexture();
|
||||
}
|
||||
|
||||
pass ClearAlpha
|
||||
{
|
||||
StencilEnable = False;
|
||||
|
||||
AlphaBlendEnable = False;
|
||||
|
||||
CullMode = CCW;
|
||||
|
||||
ColorWriteEnable = Alpha;
|
||||
|
||||
VertexShader = compile vs_2_0 VS_ScreenCopy();
|
||||
PixelShader = compile ps_2_0 PS_ClearTarget();
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user