Added SMAA shaders to renderprogs manifest

This commit is contained in:
Robert Beckebans 2015-12-30 12:22:05 +01:00
parent e2e4295556
commit e1195615a3
2 changed files with 473 additions and 0 deletions

View file

@ -84,6 +84,12 @@ return
"simpleshade.vertex",
"skybox.pixel",
"skybox.vertex",
"SMAA_blending_weight_calc.pixel",
"SMAA_blending_weight_calc.vertex",
"SMAA_edge_detection.pixel",
"SMAA_edge_detection.vertex",
"SMAA_final.pixel",
"SMAA_final.vertex",
"stereoDeGhost.pixel",
"stereoDeGhost.vertex",
"stereoInterlace.pixel",

View file

@ -8057,6 +8057,473 @@ static const cgShaderDef_t cg_renderprogs[] =
},
{
"renderprogs/SMAA_blending_weight_calc.pixel",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 0\n"
"#define SMAA_INCLUDE_PS 1\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"// *INDENT-OFF*\n"
"uniform sampler2D samp0 : register(s0); // _smaaEdges\n"
"uniform sampler2D samp1 : register(s1); // _smaaArea\n"
"uniform sampler2D samp2 : register(s2); // _smaaSearch\n"
" \n"
"struct PS_IN\n"
"{\n"
" float4 position : VPOS;\n"
" float2 texcoord0 : TEXCOORD0_centroid;\n"
" float4 texcoord1 : TEXCOORD1_centroid;\n"
" float4 texcoord2 : TEXCOORD2_centroid;\n"
" float4 texcoord3 : TEXCOORD3_centroid;\n"
" float4 texcoord4 : TEXCOORD4_centroid;\n"
"};\n"
" \n"
"struct PS_OUT\n"
"{\n"
" float4 color : COLOR;\n"
"};\n"
"// *INDENT-ON*\n"
"\n"
"\n"
"void main( PS_IN fragment, out PS_OUT result )\n"
"{\n"
" float2 texcoord = fragment.texcoord0;\n"
" \n"
" float4 offset[3];\n"
" offset[0] = fragment.texcoord1;\n"
" offset[1] = fragment.texcoord2;\n"
" offset[2] = fragment.texcoord3;\n"
"\n"
" float2 pixcoord = fragment.texcoord4.st;\n"
" \n"
" // TODO\n"
" //float4 subsampleIndices = float4( 1.0, 1.0, 1.0, 0.0 );\n"
" float4 subsampleIndices = float4( 0.0, 0.0, 0.0, 0.0 );\n"
" \n"
" float4 color = SMAABlendingWeightCalculationPS( texcoord,\n"
" pixcoord,\n"
" offset,\n"
" samp0,\n"
" samp1,\n"
" samp2,\n"
" subsampleIndices );\n"
"\n"
" //color = float4( texcoord.s, texcoord.t, 0.0, 1.0 );\n"
" result.color = color;\n"
"}\n"
"\n"
},
{
"renderprogs/SMAA_blending_weight_calc.vertex",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 1\n"
"#define SMAA_INCLUDE_PS 0\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"struct VS_IN \n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n"
"};\n"
"\n"
"struct VS_OUT\n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord0 : TEXCOORD0;\n"
" float4 texcoord1 : TEXCOORD1;\n"
" float4 texcoord2 : TEXCOORD2;\n"
" float4 texcoord3 : TEXCOORD3;\n"
" float4 texcoord4 : TEXCOORD4;\n"
"};\n"
"\n"
"void main( VS_IN vertex, out VS_OUT result )\n"
"{\n"
" result.position = vertex.position;\n"
"\n"
" float2 texcoord = vertex.texcoord;\n"
" //float2 texcoord = float2( vertex.texcoord.s, 1.0 - vertex.texcoord.t );\n"
" result.texcoord0 = texcoord;\n"
"\n"
" float4 offset[3];\n"
" float2 pixcoord;\n"
" SMAABlendingWeightCalculationVS( texcoord, pixcoord, offset );\n"
" \n"
" result.texcoord1 = offset[0];\n"
" result.texcoord2 = offset[1];\n"
" result.texcoord3 = offset[2];\n"
"\n"
" result.texcoord4.st = pixcoord;\n"
"}\n"
},
{
"renderprogs/SMAA_edge_detection.pixel",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 0\n"
"#define SMAA_INCLUDE_PS 1\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"// *INDENT-OFF*\n"
"uniform sampler2D samp0 : register(s0); // _currentColor\n"
"uniform sampler2D samp1 : register(s1); // TODO _predictColor\n"
" \n"
"struct PS_IN\n"
"{\n"
" float4 position : VPOS;\n"
" float2 texcoord0 : TEXCOORD0_centroid;\n"
" float4 texcoord1 : TEXCOORD1_centroid;\n"
" float4 texcoord2 : TEXCOORD2_centroid;\n"
" float4 texcoord3 : TEXCOORD3_centroid;\n"
"};\n"
" \n"
"struct PS_OUT\n"
"{\n"
" float4 color : COLOR;\n"
"};\n"
"// *INDENT-ON*\n"
"\n"
"\n"
"void main( PS_IN fragment, out PS_OUT result )\n"
"{\n"
" float2 tCoords = fragment.texcoord0;\n"
" \n"
" float4 offset[3];\n"
" offset[0] = fragment.texcoord1;\n"
" offset[1] = fragment.texcoord2;\n"
" offset[2] = fragment.texcoord3;\n"
" \n"
" float4 color = float4( 0.0 );\n"
" color.rg = SMAALumaEdgeDetectionPS( tCoords,\n"
" offset,\n"
" samp0\n"
" #if SMAA_PREDICATION\n"
" , samp1\n"
" #endif\n"
" );\n"
" \n"
" result.color = color;\n"
"}\n"
"\n"
},
{
"renderprogs/SMAA_edge_detection.vertex",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 1\n"
"#define SMAA_INCLUDE_PS 0\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"struct VS_IN \n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n"
"};\n"
"\n"
"struct VS_OUT\n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord0 : TEXCOORD0;\n"
" float4 texcoord1 : TEXCOORD1;\n"
" float4 texcoord2 : TEXCOORD2;\n"
" float4 texcoord3 : TEXCOORD3;\n"
"};\n"
"\n"
"void main( VS_IN vertex, out VS_OUT result )\n"
"{\n"
" result.position = vertex.position;\n"
"\n"
" float2 texcoord = vertex.texcoord;\n"
" //float2 texcoord = float2( vertex.texcoord.s, 1.0 - vertex.texcoord.t );\n"
" \n"
" result.texcoord0 = texcoord;\n"
"\n"
" float4 offset[3];\n"
" SMAAEdgeDetectionVS( texcoord, offset );\n"
" \n"
" result.texcoord1 = offset[0];\n"
" result.texcoord2 = offset[1];\n"
" result.texcoord3 = offset[2];\n"
"}\n"
},
{
"renderprogs/SMAA_final.pixel",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\").\n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 0\n"
"#define SMAA_INCLUDE_PS 1\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"// *INDENT-OFF*\n"
"uniform sampler2D samp0 : register(s0); // _currentColor\n"
"uniform sampler2D samp1 : register(s1); // _smaaBlend\n"
"//uniform sampler2D samp2 : register(s1); // _velocity\n"
" \n"
"struct PS_IN\n"
"{\n"
" float4 position : VPOS;\n"
" float2 texcoord0 : TEXCOORD0_centroid;\n"
" float4 texcoord1 : TEXCOORD1_centroid;\n"
"};\n"
" \n"
"struct PS_OUT\n"
"{\n"
" float4 color : COLOR;\n"
"};\n"
"// *INDENT-ON*\n"
"\n"
"\n"
"void main( PS_IN fragment, out PS_OUT result )\n"
"{\n"
" float2 texcoord = fragment.texcoord0;\n"
" \n"
" float4 offset = fragment.texcoord1;\n"
"\n"
" float4 color = SMAANeighborhoodBlendingPS(texcoord,\n"
" offset,\n"
" samp0,\n"
" samp1\n"
" #if SMAA_REPROJECTION\n"
" , SMAATexture2D(velocityTex)\n"
" #endif\n"
" );\n"
" \n"
" //color = tex2D( samp1, texcoord );\n"
" //color = float4( samp1 );\n"
" result.color = color;\n"
"}\n"
"\n"
},
{
"renderprogs/SMAA_final.vertex",
"/*\n"
"===========================================================================\n"
"\n"
"Doom 3 BFG Edition GPL Source Code\n"
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
"Copyright (C) 2015 Robert Beckebans\n"
"\n"
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
"\n"
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
"it under the terms of the GNU General Public License as published by\n"
"the Free Software Foundation, either version 3 of the License, or\n"
"(at your option) any later version.\n"
"\n"
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
"GNU General Public License for more details.\n"
"\n"
"You should have received a copy of the GNU General Public License\n"
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
"\n"
"In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.\n"
"\n"
"If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.\n"
"\n"
"===========================================================================\n"
"*/\n"
"\n"
"#include \"renderprogs/global.inc\"\n"
"\n"
"#define SMAA_INCLUDE_VS 1\n"
"#define SMAA_INCLUDE_PS 0\n"
"#include \"renderprogs/SMAA.inc\"\n"
"\n"
"struct VS_IN \n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n"
"};\n"
"\n"
"struct VS_OUT\n"
"{\n"
" float4 position : POSITION;\n"
" float2 texcoord0 : TEXCOORD0;\n"
" float4 texcoord1 : TEXCOORD1;\n"
"};\n"
"\n"
"void main( VS_IN vertex, out VS_OUT result )\n"
"{\n"
" result.position = vertex.position;\n"
"\n"
" result.texcoord0 = vertex.texcoord;\n"
"\n"
" float4 offset;\n"
" SMAANeighborhoodBlendingVS( vertex.texcoord, offset );\n"
" \n"
" result.texcoord1 = offset;\n"
"}\n"
},
{
"renderprogs/stereoDeGhost.pixel",
"/*\n"