etqw-sdk/base/renderprogs/postprocess/glare.rprog

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2008-05-29 00:00:00 +00:00
renderProgram postprocess/downsample {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float2 tex : $texCoordAttrib;
float4 col : $colorAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float4 col : COLOR0;
};
float2 screenSize : $currentRenderTexelSize;
VsOutputs vertex(VsInputs indata) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex *= 1.f/4096.f;
$endif
float2 coord = indata.tex.xy * screenSize;
coord.y = screenSize.y - coord.y;
outdata.texCoord0 = coord;
outdata.texCoord1 = coord + float2(2, 0);
outdata.texCoord2 = coord + float2(2, 2);
outdata.texCoord3 = coord + float2(0, 2);
outdata.col = indata.col;
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float4 col : COLOR0;
};
samplerRECT framebuffer : $currentRender;
uniform float4 glareParameters : $postGlareParameters;
float4 fragment( VsOutputs indata ) : COLOR {
float4 c;
c = texRECT( framebuffer, indata.texCoord0 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord1 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord2 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord3 ) * 0.25;
return c;
}
%> }
}
/**
This one does some extra stuff based on the post process parameters
*/
renderProgram postprocess/downsample_glare {
program vertex reference postprocess/downsample
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float4 col : COLOR0;
};
samplerRECT framebuffer : $currentRender;
float luminance( float3 c ){
return dot( c, float3( 0.33, 0.33, 0.33 ) );
}
uniform float4 glareParameters : $postGlareParameters;
float4 fragment( VsOutputs indata ) : COLOR {
float4 c;
c = texRECT( framebuffer, indata.texCoord0 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord1 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord2 ) * 0.25;
c += texRECT( framebuffer, indata.texCoord3 ) * 0.25;
float scale = lerp( 1, smoothstep( glareParameters.z, 1.0, luminance (c.rgb ) ), glareParameters.w )*( c.a );
return c * float4( scale, scale, scale, 1 );
}
%> }
}
renderProgram postprocess/blur_bilinear {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float2 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
float2 texCoord5 : TEXCOORD5;
float2 texCoord6 : TEXCOORD6;
float2 texCoord7 : TEXCOORD7;
};
float2 screenSize : $currentRenderTexelSize;
float2 blurSize : $parameters;
//Offset texture coords by half a texel so we can use bilinear interpolation on them
//This gives the same filter factor for two neighbouring texels but who cares it looks good...
VsOutputs vertex(VsInputs indata) {
VsOutputs outdata;
screenSize *= 0.25;// Blurring happens at 1/4 of the screen size
$if r_32ByteVtx
indata.tex *= 1.f/4096.f;
$endif
float2 coord = indata.tex.xy * screenSize;
coord.y = screenSize.y - coord.y;
outdata.texCoord0 = coord + 6.5 * blurSize;
outdata.texCoord1 = coord + 4.5 * blurSize;
outdata.texCoord2 = coord + 2.5 * blurSize;
outdata.texCoord3 = coord + 0.5 * blurSize;
outdata.texCoord4 = coord - 0.5 * blurSize;
outdata.texCoord5 = coord - 2.5 * blurSize;
outdata.texCoord6 = coord - 4.5 * blurSize;
outdata.texCoord7 = coord - 6.5 * blurSize;
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
float2 texCoord3 : TEXCOORD3;
float2 texCoord4 : TEXCOORD4;
float2 texCoord5 : TEXCOORD5;
float2 texCoord6 : TEXCOORD6;
float2 texCoord7 : TEXCOORD7;
};
samplerRECT sourceBuffer : $map;
#define WT9_0 1.0
#define WT9_1 0.8
#define WT9_2 0.6
#define WT9_3 0.4
//the compiler precalculates all the normalization factors...
#define WT9_NORMALIZE (2.0*(WT9_0+WT9_1+WT9_2+WT9_3))
float4 fragment(VsOutputs indata) : COLOR {
float4 result = 0;
result += texRECT(sourceBuffer, indata.texCoord0) * (WT9_3/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord1) * (WT9_2/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord2) * (WT9_1/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord3) * (WT9_0/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord4) * (WT9_0/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord5) * (WT9_1/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord6) * (WT9_2/WT9_NORMALIZE);
result += texRECT(sourceBuffer, indata.texCoord7) * (WT9_3/WT9_NORMALIZE);
return result;
}
%> }
}
renderProgram postprocess/glow {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float2 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
};
float2 screenSize : $currentRenderTexelSize;
//float2 blurSize : $parameters;
VsOutputs vertex( VsInputs indata ) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex *= 1.f/4096.f;
$endif
float2 coord = indata.tex.xy;
coord.y = 1 - coord.y;
float2 blurSize = screenSize * 0.25;
outdata.texCoord0 = coord * screenSize;
outdata.texCoord1 = coord * blurSize;
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
};
samplerRECT blurbuffer : $map;
samplerRECT framebuffer : $currentRender;
uniform float4 glareParameters : $postGlareParameters;
uniform float4 postSaturationContrast : $postSaturationContrast;
uniform float4 postTint : $postTint;
float4 fragment( VsOutputs indata ) : COLOR {
//float4 rain = tex2D( rainmask, indata.texCoord1 );
//indata.texCoord0 += ( rain.xy * 2.0 - 1.0 ) * -0.0;
float4 clean = texRECT( framebuffer, indata.texCoord0 );
float4 blur = texRECT( blurbuffer, indata.texCoord1 );
float4 final = clean * glareParameters.x + blur * glareParameters.y;
float4 grayscale = dot( final.rgb, float3( 0.299, 0.587, 0.114 ) );
return lerp( float4( 0.5, 0.5, 0.5, 0.5 ), lerp( grayscale, final, postSaturationContrast.x ) , postSaturationContrast.y ) * postTint;
}
%> }
}
renderProgram postprocess/glowStrogg {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float2 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
};
float2 screenSize : $currentRenderTexelSize;
float4 parameters : $parameters;
VsOutputs vertex( VsInputs indata ) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex *= 1.f/4096.f;
$endif
float2 coord = indata.tex.xy;
coord.y = 1 - coord.y;
float2 blurSize = screenSize * 0.25;
outdata.texCoord0 = coord * screenSize;
outdata.texCoord1 = coord * blurSize;
outdata.texCoord2 = coord;
outdata.texCoord2.y = ( outdata.texCoord2.y + parameters.z ) * 2;
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float2 texCoord2 : TEXCOORD2;
};
samplerRECT blurbuffer : $map;
sampler2D dsdtNoise : $mask;
samplerRECT framebuffer : $currentRender;
uniform float4 glareParameters : $postGlareParameters;
uniform float4 postSaturationContrast : $postSaturationContrast;
uniform float4 postTint : $postTint;
float4 parameters : $parameters;
float4 screenSize : $currentRenderTexelSize;
float4 fragment( VsOutputs indata ) : COLOR {
float4 dstd = tex2D( dsdtNoise, indata.texCoord2 );
//float angle = parameters.x;
float scale = parameters.y;
// dsdt offset
float2 texcoord;
float a1 = ( /*cos( angle ) * */scale / 16 ) * screenSize.x;
float a2 = ( /*-sin( angle ) * */scale / 16 ) * screenSize.y;
float a3 = -a2;
float a4 = a1;
texcoord.x = indata.texCoord0.x + ( a1 * dstd.x + a3 * dstd.y ) * 1;
texcoord.y = indata.texCoord0.y + ( a2 * dstd.x + a4 * dstd.y ) * 0.4;
float4 color;
float4 clean;
clean = texRECT( framebuffer, texcoord );
color = clean;
float4 blur = texRECT( blurbuffer, indata.texCoord1 );
float4 final = clean * glareParameters.x + blur * glareParameters.y;
float4 grayscale = dot( final.rgb, float3( 0.299, 0.587, 0.114 ) );
return lerp( float4( 0.5, 0.5, 0.5, 0.5 ), lerp( grayscale, final, postSaturationContrast.x ) , postSaturationContrast.y ) * postTint;
}
%> }
}
renderProgram postprocess/showrect {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float4 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
};
float4 mat_s : $diffuseMatrix_s;
float4 mat_t : $diffuseMatrix_t;
VsOutputs vertex(VsInputs indata) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex.xy *= 1.f/4096.f;
indata.tex.zw = 1.f;
$endif
outdata.texCoord0.x = dot( indata.tex, mat_s );
outdata.texCoord0.y = dot( indata.tex, mat_t );
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
};
samplerRECT blurbuffer : $map;
float4 fragment(VsOutputs indata) : COLOR {
return texRECT( blurbuffer, indata.texCoord0 );
}
%> }
}
renderProgram postprocess/heatsight {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float2 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
};
float2 screenSize : $currentRenderTexelSize;
//float2 blurSize : $parameters;
VsOutputs vertex( VsInputs indata ) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex *= 1.f/4096.f;
$endif
float2 coord = indata.tex.xy;
coord.y = 1 - coord.y;
float2 blurSize = screenSize * 0.25;
outdata.texCoord0 = coord * screenSize;
outdata.texCoord1 = coord * blurSize;
return outdata;
}
%> }
program fragment cg { <%
$include "noise.hg"
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
};
samplerRECT blurbuffer : $map;
samplerRECT framebuffer : $currentRender;
sampler2D gradient : $mask;
uniform float4 glareParameters : $postGlareParameters;
uniform float4 postSaturationContrast : $postSaturationContrast;
uniform float4 postTint : $postTint;
uniform float time : $parameters;
float4 fragment( VsOutputs indata ) : COLOR {
//float4 rain = tex2D( rainmask, indata.texCoord1 );
//indata.texCoord0 += ( rain.xy * 2.0 - 1.0 ) * -0.0;
//float4 clean = texRECT( framebuffer, indata.texCoord0 );
float4 blur = texRECT( blurbuffer, indata.texCoord1 );
//float4 final = clean * glareParameters.x + blur * glareParameters.y;
//float4 grayscale = dot( final.rgb, float3( 0.299, 0.587, 0.114 ) );
//return lerp( float4( 0.5, 0.5, 0.5, 0.5 ), lerp( grayscale, final, postSaturationContrast.x ) , postSaturationContrast.y ) * postTint;
//float noise = bandLimitedNoise( float3( indata.texCoord1 * 0.05, time * 0.1 ) ) * 0.3 + 0.7;
return tex2D( gradient, float2( blur.x, 0 ) ) /** noise*/;
}
%> }
}
renderProgram postprocess/motionblur {
program vertex cg { <%
struct VsInputs {
float3 pos : $positionAttrib;
float4 tex : $texCoordAttrib;
};
struct VsOutputs {
float2 texCoord0 : TEXCOORD0;
};
float4 mat_s : $diffuseMatrix_s;
float4 mat_t : $diffuseMatrix_t;
VsOutputs vertex(VsInputs indata) {
VsOutputs outdata;
$if r_32ByteVtx
indata.tex.xy *= 1.f/4096.f;
indata.tex.zw = 1.f;
$endif
outdata.texCoord0.x = dot( indata.tex, mat_s );
outdata.texCoord0.y = dot( indata.tex, mat_t );
return outdata;
}
%> }
program fragment cg { <%
struct VsOutputs {
float2 wpos : WPOS;
float2 texCoord0 : TEXCOORD0;
};
samplerRECT blurbuffer : $currentRender;
float2 screenMovement : $viewMovement;
float4 fragment(VsOutputs indata) : COLOR {
float4 accum = 0.f;
for (float i=0; i<4; i+=1) {
float4 previous2 = texRECT( blurbuffer, indata.wpos - screenMovement * i * 5);
accum += previous2;
}
return accum / 4;
//float4 previous1 = texRECT( blurbuffer, indata.wpos - screenMovement * 25);
//float4 current = texRECT( blurbuffer, indata.wpos);
//return (previous2*0.6 + previous1*0.3 + current*0.1);
}
%> }
}