Files
depthsbelow/Krypton v2.0/KryptonTestbed/KryptonTestbedContent/KryptonEffect.fx
T
2012-09-29 22:04:29 +02:00

478 lines
12 KiB
HLSL
Executable File

// ------------------------------------------------------------------------------------------------ //
// ----- 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();
}
};