1 |
|
---|
2 | //-----------------------------------------------------------------------------
|
---|
3 | // Globals
|
---|
4 | //-----------------------------------------------------------------------------
|
---|
5 |
|
---|
6 | float4x4 WorldView;
|
---|
7 | float4x4 WorldViewProj;
|
---|
8 | float4x4 Proj;
|
---|
9 | float4x4 WorldViewIT;
|
---|
10 |
|
---|
11 | float fireTemperature;
|
---|
12 |
|
---|
13 | float3 mLightPos;
|
---|
14 | float3 mCameraPos;
|
---|
15 | float shimmerOffset;
|
---|
16 | float motionBlur;
|
---|
17 | //-----------------------------------------------------------------------------
|
---|
18 | // Macro definition for filtered samplers
|
---|
19 | //-----------------------------------------------------------------------------
|
---|
20 | #define SAMPLER_LINEAR(g_samplerMap, g_txMap); \
|
---|
21 | sampler2D g_samplerMap = sampler_state { \
|
---|
22 | Texture = <g_txMap>; \
|
---|
23 | MinFilter = Linear; \
|
---|
24 | MagFilter = Linear; \
|
---|
25 | MipFilter = Linear; \
|
---|
26 | AddressU = WRAP; \
|
---|
27 | AddressV = WRAP; \
|
---|
28 | };
|
---|
29 |
|
---|
30 | //-----------------------------------------------------------------------------
|
---|
31 | // Macro definition for non-filtered samplers
|
---|
32 | //-----------------------------------------------------------------------------
|
---|
33 | #define SAMPLER_POINT(g_samplerMap, g_txMap); \
|
---|
34 | sampler2D g_samplerMap = sampler_state { \
|
---|
35 | Texture = <g_txMap>; \
|
---|
36 | MinFilter = Point; \
|
---|
37 | MagFilter = Point; \
|
---|
38 | MipFilter = Point; \
|
---|
39 | AddressU = WRAP; \
|
---|
40 | AddressV = WRAP; \
|
---|
41 | };
|
---|
42 |
|
---|
43 | #define SAMPLER_LINEAR_CLAMP(g_samplerMap, g_txMap); \
|
---|
44 | sampler2D g_samplerMap = sampler_state { \
|
---|
45 | Texture = <g_txMap>; \
|
---|
46 | MinFilter = Linear; \
|
---|
47 | MagFilter = Linear; \
|
---|
48 | MipFilter = Linear; \
|
---|
49 | AddressU = CLAMP; \
|
---|
50 | AddressV = CLAMP; \
|
---|
51 | };
|
---|
52 |
|
---|
53 | //-----------------------------------------------------------------------------
|
---|
54 | // Textures and samplers
|
---|
55 | //-----------------------------------------------------------------------------
|
---|
56 | texture ColorMap;
|
---|
57 | SAMPLER_LINEAR(ColorMapSampler, ColorMap);
|
---|
58 | texture PlanckColors;
|
---|
59 | SAMPLER_LINEAR(PlanckColorsSampler, PlanckColors);
|
---|
60 |
|
---|
61 | texture SceneTexture;
|
---|
62 | SAMPLER_LINEAR_CLAMP(sceneSampler, SceneTexture);
|
---|
63 | texture ParticleTexture;
|
---|
64 | SAMPLER_LINEAR_CLAMP(ParticleColorSampler, ParticleTexture);
|
---|
65 | texture HeatTexture;
|
---|
66 | SAMPLER_LINEAR(ParticleHeatSampler, HeatTexture);
|
---|
67 |
|
---|
68 |
|
---|
69 | //-----------------------------------------------------------------------------
|
---|
70 | // Vertex shader input
|
---|
71 | //-----------------------------------------------------------------------------
|
---|
72 | struct VS_INPUT {
|
---|
73 | float4 Position : POSITION;
|
---|
74 | float4 Normal : NORMAL;
|
---|
75 | float4 Binormal : BINORMAL;
|
---|
76 | float4 Tangent : TANGENT;
|
---|
77 | float2 TexCoord : TEXCOORD0;
|
---|
78 | float4 Color : COLOR0;
|
---|
79 | };
|
---|
80 |
|
---|
81 | //-----------------------------------------------------------------------------
|
---|
82 | // Vertex shader output when no shading needed
|
---|
83 | //-----------------------------------------------------------------------------
|
---|
84 | struct VS_OUTPUT_NOSHADING {
|
---|
85 | float4 hPosition : POSITION; // in normalized device space
|
---|
86 | float4 Color : COLOR0;
|
---|
87 | float2 TexCoord :TEXCOORD;
|
---|
88 | float3 cPosition:TEXCOORD1;
|
---|
89 | };
|
---|
90 |
|
---|
91 | //-----------------------------------------------------------------------------
|
---|
92 | // Vertex shader when no shading needed
|
---|
93 | //-----------------------------------------------------------------------------
|
---|
94 | VS_OUTPUT_NOSHADING MainVS_NOSHADING( VS_INPUT IN )
|
---|
95 | {
|
---|
96 | VS_OUTPUT_NOSHADING OUT;
|
---|
97 | OUT.Color=IN.Color;
|
---|
98 | OUT.TexCoord=IN.TexCoord;
|
---|
99 |
|
---|
100 | OUT.hPosition = mul(IN.Position, WorldViewProj);
|
---|
101 | OUT.cPosition = mul(IN.Position, WorldView);
|
---|
102 | return OUT;
|
---|
103 | }
|
---|
104 |
|
---|
105 | //-----------------------------------------------------------------------------
|
---|
106 | // Pixel shader when no shading needed
|
---|
107 | //-----------------------------------------------------------------------------
|
---|
108 | float4 MainPS_NOSHADING(VS_OUTPUT_NOSHADING IN):COLOR
|
---|
109 | {
|
---|
110 | float T0 = fireTemperature;
|
---|
111 | float T = T0 + 0.2;
|
---|
112 | float4 lightColor = tex2D(PlanckColorsSampler, float2(T, 0.5));
|
---|
113 | float4 Color = tex2D(ColorMapSampler,IN.TexCoord.xy) * lightColor;
|
---|
114 |
|
---|
115 | Color.a = length(IN.cPosition);
|
---|
116 | return Color;
|
---|
117 | }
|
---|
118 |
|
---|
119 | void MainVS_FullScreen(float4 position:POSITION,
|
---|
120 | out float4 hPosition :POSITION,
|
---|
121 | out float2 texCoord :TEXCOORD0)
|
---|
122 | {
|
---|
123 | hPosition = position;
|
---|
124 | texCoord = position.xy * 0.5 + 0.5;
|
---|
125 | texCoord.y = 1.0 - texCoord.y;
|
---|
126 | }
|
---|
127 | float4 MainPS_FullScreen(float4 position :POSITION,
|
---|
128 | float2 texCoord :TEXCOORD0
|
---|
129 | ):COLOR
|
---|
130 | {
|
---|
131 | float2 Offset = tex2D(ParticleHeatSampler, texCoord).rg;
|
---|
132 | Offset *= shimmerOffset;
|
---|
133 | float4 s = tex2D(sceneSampler, texCoord + Offset);
|
---|
134 | float4 p = tex2D(ParticleColorSampler, texCoord + Offset);
|
---|
135 | float4 Color = s * (1 - p.a) + p;
|
---|
136 | Color.a = motionBlur;
|
---|
137 | return Color;
|
---|
138 | }
|
---|
139 |
|
---|
140 | void MainVS_Phase(float4 position:POSITION,
|
---|
141 | out float4 hPosition :POSITION,
|
---|
142 | out float2 texCoord :TEXCOORD0)
|
---|
143 | {
|
---|
144 | hPosition = position;
|
---|
145 | texCoord = position.xy;
|
---|
146 | texCoord.y = - texCoord.y;
|
---|
147 | }
|
---|
148 |
|
---|
149 | float4 MainPS_Phase(float4 position :POSITION,
|
---|
150 | float2 texCoord :TEXCOORD0
|
---|
151 | ):COLOR
|
---|
152 | {
|
---|
153 | float phase = 1.0 / (4.0 * 3.14);
|
---|
154 | phase *= 3.0 * (1.0 - texCoord.y * texCoord.y) * (1.0 + texCoord.x * texCoord.x);
|
---|
155 | phase /= 2.0 * (2.0 + texCoord.y * texCoord.y)
|
---|
156 | * pow(1 + texCoord.y * texCoord.y + 2.0 * texCoord.y * texCoord.x, 1.5);
|
---|
157 |
|
---|
158 | float4 Color = phase;
|
---|
159 | return Color;
|
---|
160 | }
|
---|
161 |
|
---|
162 |
|
---|
163 | //-----------------------------------------------------------------------------
|
---|
164 | // Macro definition for Techniques
|
---|
165 | //-----------------------------------------------------------------------------
|
---|
166 | #define Technique(name); \
|
---|
167 | technique name \
|
---|
168 | { \
|
---|
169 | pass p0 \
|
---|
170 | { \
|
---|
171 | VertexShader = compile vs_3_0 MainVS_##name(); \
|
---|
172 | PixelShader = compile ps_3_0 MainPS_##name(); \
|
---|
173 | } \
|
---|
174 | } \
|
---|
175 |
|
---|
176 | //-----------------------------------------------------------------------------
|
---|
177 | // Techniques
|
---|
178 | //-----------------------------------------------------------------------------
|
---|
179 | Technique( NOSHADING );
|
---|
180 | Technique( FullScreen );
|
---|
181 | Technique( Phase );
|
---|