1 | ////////////////////////////////////////////// |
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2 | // CASTER PASS // |
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3 | // HEAT // |
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4 | ////////////////////////////////////////////// |
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5 | |
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6 | // vs_1_1 |
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7 | void HeatCaster_vp( |
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8 | // in |
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9 | float4 vPos: POSITION, |
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10 | float4 vNormal: NORMAL, |
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11 | |
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12 | // out |
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13 | out float4 oPos: POSITION, |
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14 | out float2 oNDotV: TEXCOORD0, |
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15 | |
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16 | // parameters |
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17 | uniform float4x4 worldViewProj, |
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18 | uniform float3 eyePosition // object space |
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19 | ) |
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20 | { |
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21 | float4 eyeDir = float4(eyePosition - vPos.xyz, 0); |
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22 | eyeDir = normalize(eyeDir); |
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23 | oPos = mul( worldViewProj, vPos ); |
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24 | oNDotV = clamp( dot( vNormal, eyeDir ), 0, 1 ); |
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25 | } |
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26 | |
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27 | // ps_2_0 |
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28 | float4 HeatCaster_fp( |
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29 | // input from vp |
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30 | float2 iNDotV: TEXCOORD0 |
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31 | ) : COLOR0 |
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32 | { |
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33 | return iNDotV.x; |
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34 | } |
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35 | |
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36 | |
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37 | ////////////////////////////////////////////// |
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38 | // CASTER PASS // |
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39 | // COLD // |
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40 | ////////////////////////////////////////////// |
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41 | |
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42 | // vs_1_1 |
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43 | void ColdCaster_vp( |
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44 | // in |
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45 | float4 vPos: POSITION, |
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46 | float4 vNormal: NORMAL, |
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47 | |
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48 | // out |
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49 | out float4 oPos: POSITION, |
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50 | out float2 oNDotV: TEXCOORD0, |
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51 | |
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52 | // parameters |
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53 | uniform float4x4 worldViewProj, |
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54 | uniform float3 eyePosition // object space |
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55 | ) |
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56 | { |
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57 | float4 eyeDir = float4(eyePosition - vPos.xyz, 0); |
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58 | eyeDir = normalize(eyeDir); |
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59 | oPos = mul( worldViewProj, vPos ); |
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60 | oNDotV = clamp( dot( vNormal, eyeDir ), 0, 1 ); |
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61 | } |
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62 | |
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63 | // ps_2_0 |
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64 | float4 ColdCaster_fp( |
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65 | // input from vp |
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66 | float2 iNDotV: TEXCOORD0 |
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67 | ) : COLOR0 |
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68 | { |
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69 | return iNDotV.x / 2; |
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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 | // PASS 1 - Light to heat conversion // |
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75 | ////////////////////////////////////////////// |
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76 | |
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77 | // vs_1_1 |
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78 | void LightToHeat_vp( |
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79 | // in |
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80 | float4 inPos: POSITION, |
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81 | |
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82 | uniform float flipping, |
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83 | |
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84 | // out |
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85 | out float4 Pos: POSITION, |
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86 | out float2 uv0: TEXCOORD0 |
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87 | ) |
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88 | { |
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89 | Pos = float4(inPos.x, flipping * inPos.y, 0.0f, 1.0f); |
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90 | inPos.xy = sign(inPos.xy); |
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91 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f)/2.0f; |
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92 | } |
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93 | |
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94 | |
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95 | // ps_2_0 |
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96 | void LightToHeat_fp( |
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97 | // input from vp |
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98 | float4 inDiffuse: COLOR0, |
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99 | float2 inUV0: TEXCOORD0, |
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100 | |
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101 | // out |
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102 | out float4 outColor: COLOR0, |
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103 | |
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104 | // params |
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105 | uniform float4 random_fractions, |
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106 | uniform float4 heatBiasScale, |
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107 | uniform float4 depth_modulator, |
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108 | |
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109 | uniform sampler2D Input, // output of HeatVisionCaster_fp (NdotV) |
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110 | uniform sampler2D NoiseMap, |
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111 | uniform sampler2D HeatLookup |
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112 | ) |
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113 | { |
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114 | float depth, heat, interference; |
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115 | |
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116 | // Output constant color: |
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117 | depth = tex2D( Input, inUV0 ); |
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118 | depth *= (depth * depth_modulator); |
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119 | |
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120 | heat = (depth * heatBiasScale.y); |
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121 | |
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122 | // if (depth > 0) |
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123 | { |
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124 | interference = -0.5 + tex2D( NoiseMap, inUV0 + float2( random_fractions.x, random_fractions.y ) ); |
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125 | interference *= interference; |
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126 | interference *= 1 - heat; |
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127 | heat += interference;//+ heatBiasScale.x; |
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128 | } |
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129 | |
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130 | /* |
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131 | heatBias isn't used for now |
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132 | if (heat > 0) |
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133 | heat += heatBiasScale.x; |
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134 | */ |
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135 | |
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136 | // Clamp UVs |
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137 | heat = max( 0.005, min( 0.995, heat ) ); |
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138 | outColor = tex2D( HeatLookup, float2( heat, 0.f ) ); |
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139 | } |
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140 | |
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141 | |
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142 | ////////////////////////////////////////////// |
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143 | // PASS 2 - add simple blur (final pass) // |
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144 | ////////////////////////////////////////////// |
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145 | |
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146 | // vs_1_1 |
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147 | void Blur_vp( |
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148 | // in |
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149 | float4 inPos: POSITION, |
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150 | |
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151 | uniform float flipping, |
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152 | |
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153 | // out |
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154 | out float4 Pos: POSITION, |
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155 | out float2 uv0: TEXCOORD0 |
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156 | ) |
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157 | { |
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158 | Pos = float4(inPos.x, flipping * inPos.y, 0.0f, 1.0f); |
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159 | inPos.xy = sign(inPos.xy); |
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160 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f)/2.0f; |
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161 | } |
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162 | |
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163 | // ps_2_0 |
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164 | void Blur_fp( |
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165 | // input from vp |
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166 | float4 inDiffuse: COLOR0, |
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167 | float2 inUV0: TEXCOORD0, |
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168 | |
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169 | // out |
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170 | out float4 outColor: COLOR0, |
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171 | |
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172 | // parameters |
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173 | uniform sampler2D Input, // output of HeatVision_fp1 (HeatRenderTexture) |
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174 | uniform float4 blurAmount |
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175 | ) |
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176 | { |
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177 | int i; |
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178 | float4 tmpOutColor; |
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179 | float diffuseGlowFactor; |
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180 | const float2 offsets[4] = |
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181 | { |
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182 | /* |
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183 | // hazy blur |
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184 | -1.8, -1.8, |
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185 | -1.8, 1.8, |
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186 | 1.8, -1.8, |
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187 | 1.8, 1.8 |
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188 | */ |
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189 | /* |
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190 | // less-hazy blur |
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191 | -1.0, 2.0, |
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192 | -1.0, -1.0, |
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193 | 1.0, -1.0, |
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194 | 1.0, 1.0 |
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195 | */ |
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196 | /* |
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197 | -0.326212, -0.405805, |
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198 | -0.840144, -0.073580, |
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199 | -0.695914, 0.457137, |
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200 | -0.203345, 0.620716 |
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201 | */ |
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202 | |
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203 | -0.3, 0.4, |
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204 | -0.3, -0.4, |
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205 | 0.3, -0.4, |
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206 | 0.3, 0.4 |
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207 | |
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208 | }; |
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209 | |
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210 | tmpOutColor = tex2D( Input, inUV0 ); // UV coords are in image space |
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211 | |
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212 | // calculate glow amount |
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213 | diffuseGlowFactor = 0.0113f * (2.0 - max( tmpOutColor.r, tmpOutColor.g )); |
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214 | |
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215 | // basic blur filter |
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216 | for (i = 0; i < 4; i++) { |
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217 | tmpOutColor += tex2D( Input, inUV0 + blurAmount.x * diffuseGlowFactor * offsets[i] ); |
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218 | } |
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219 | |
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220 | tmpOutColor *= 0.25; |
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221 | |
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222 | // TIPS (old-skool strikes again!) |
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223 | // Pay attention here! If you use the "out float4 outColor" directly |
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224 | // in your steps while creating the output color (like you remove |
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225 | // the "tmpOutColor" var and just use the "outColor" directly) |
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226 | // your pixel-color output IS CHANGING EACH TIME YOU DO AN ASSIGNMENT TOO! |
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227 | // A temporary variable, instead, acts like a per-pixel double buffer, and |
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228 | // best of all, lead to better performance. |
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229 | outColor = tmpOutColor; |
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230 | } |
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