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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