[1637] | 1 | #include "properties.fx"
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| 2 |
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| 3 | #include "Shaders/technique_00.fx"
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| 4 | #include "Shaders/technique_06.fx"
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| 5 | #include "Shaders/technique_07.fx"
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| 6 |
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| 7 | #include "Shaders/technique_focusing.fx"
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| 8 |
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| 9 |
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| 10 | //-----------------------------------------------------------------------------
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| 11 | // RenderMapScreen
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| 12 | // This shader renders the PhotonMap texture (g_txPhotonUVTexture) into the screen lower left corner.
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| 13 | // This texture contains the PhotonHits positions and ObjectIDs.
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| 14 | // The result is displayed on the screen.
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| 15 | //-----------------------------------------------------------------------------
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| 16 |
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| 17 | void RenderMapScreenVS(
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| 18 | float4 Pos : POSITION,
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| 19 | out float4 outhPos : POSITION,
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| 20 | out float2 outTex : TEXCOORD0 )
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| 21 | {
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| 22 | outhPos = float4( Pos.xy, 0.0f, 1.0f );
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| 23 | outTex.x = Pos.x * 0.5f + 0.5f;
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| 24 | outTex.y = -Pos.y * 0.5f + 0.5f;
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| 25 | }
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| 26 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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| 27 |
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| 28 | float4 RenderMapScreenPS(
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| 29 | float2 Tex : TEXCOORD0 ) : COLOR
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| 30 | {
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| 31 | //return 1;
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| 32 | half4 retColor = half4(0,0,0,1);
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| 33 | return tex2D( g_ShadowWeightSampler, Tex );
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| 34 | }
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| 35 | //*****************************************************************************
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| 36 |
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| 37 | void RenderMapScreen2VS(
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| 38 | float4 Pos : POSITION,
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| 39 | out float4 outhPos : POSITION,
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| 40 | out float2 outTex : TEXCOORD0 )
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| 41 | {
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| 42 | outhPos = float4( Pos.xy * 0.5f, 0.0f, 1.0f );
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| 43 | outTex.x = Pos.x * 0.5f + 0.5f;
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| 44 | outTex.y = -Pos.y * 0.5f + 0.5f;
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| 45 | }
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| 46 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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| 47 |
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| 48 | float4 RenderMapScreen2PS(
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| 49 | float2 Tex : TEXCOORD0 ) : COLOR
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| 50 | {
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| 51 | //return 1;
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| 52 | half4 retColor = half4(g_fIntensity,0,0,1);
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| 53 | return retColor;
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| 54 | }
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| 55 |
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| 56 |
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| 57 |
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| 58 |
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| 59 |
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| 60 |
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| 61 |
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| 62 |
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| 63 |
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| 64 |
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| 65 | //*********************************************************************************************************
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| 66 | //*********************************************************************************************************
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| 67 |
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| 68 | // LIGHT SOURCE RENDERING
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| 69 |
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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 | // Vertex Shader: RenderLightVS
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| 75 | // Desc: Process vertex for the light object
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| 76 | //-----------------------------------------------------------------------------
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| 77 | VS_OUTPUT RenderLightVS( VS_INPUT IN )
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| 78 | {
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| 79 | VS_OUTPUT OUT = (VS_OUTPUT)0;
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| 80 | OUT.Color = IN.Color;
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| 81 | OUT.Tex = IN.Tex;
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| 82 | OUT.ldPosition = float4(0,0,0,0);
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| 83 |
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| 84 | // transform model-space vertex position to normalized screen space:
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| 85 | OUT.hPosition = mul(IN.Position, WorldViewProj);
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| 86 | return OUT;
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| 87 | }
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| 88 |
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| 89 |
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| 90 | //-----------------------------------------------------------------------------
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| 91 | // Pixel Shader: RenderLightPS
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| 92 | // Desc: Process pixel for the light object
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| 93 | //-----------------------------------------------------------------------------
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| 94 | float4 RenderLightPS( VS_OUTPUT IN ) : COLOR
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| 95 | {
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| 96 | return tex2D( g_samScene, IN.Tex );
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| 97 | }
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| 98 |
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| 99 |
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| 100 | //-----------------------------------------------------------------------------
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| 101 | // Technique: RenderLight
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| 102 | // Desc: Renders the light object
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| 103 | //-----------------------------------------------------------------------------
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| 104 | technique RenderLight
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| 105 | {
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| 106 | pass p0
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| 107 | {
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| 108 | VertexShader = compile vs_2_0 RenderLightVS();
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| 109 | PixelShader = compile ps_2_0 RenderLightPS();
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| 110 | }
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| 111 | }
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| 112 |
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| 113 | //-----------------------------------------------------------------------------
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| 114 | // Technique: RenderMapScreen
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| 115 | // Desc: Renders the map
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| 116 | //-----------------------------------------------------------------------------
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| 117 | technique RenderMapScreen
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| 118 | {
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| 119 | pass p0
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| 120 | {
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| 121 | VertexShader = compile vs_2_0 RenderMapScreenVS();
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| 122 | PixelShader = compile ps_2_0 RenderMapScreenPS();
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| 123 | }
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| 124 | }
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| 125 | technique RenderMapScreen2
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| 126 | {
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| 127 | pass p0
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| 128 | {
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| 129 | VertexShader = compile vs_2_0 RenderMapScreen2VS();
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| 130 | PixelShader = compile ps_2_0 RenderMapScreen2PS();
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| 131 | }
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| 132 | }
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