mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-22 10:00:51 +00:00
143 lines
3.3 KiB
HLSL
143 lines
3.3 KiB
HLSL
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// 2D display rendering shader
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// Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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// Vertex input data
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struct VertexData
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{
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float3 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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// Pixel input data
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struct PixelData
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{
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float4 pos : POSITION;
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float4 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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// Render settings
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// x = texel width
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// y = texel height
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// z = FSAA blend factor
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// w = transparency
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float4 rendersettings;
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// Transform settings
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float4x4 transformsettings;
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// Filter settings
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dword filtersettings;
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// Texture1 input
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texture texture1
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<
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string UIName = "Texture1";
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string ResourceType = "2D";
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>;
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// Texture sampler settings
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sampler2D texture1samp = sampler_state
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{
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Texture = <texture1>;
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MagFilter = filtersettings;
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MinFilter = filtersettings;
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MipFilter = filtersettings;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = 0.0f;
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};
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// Texture sampler settings
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sampler2D texture1linear = sampler_state
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{
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Texture = <texture1>;
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MagFilter = Linear;
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MinFilter = Linear;
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MipFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = 0.0f;
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};
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// Transformation
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PixelData vs_transform(VertexData vd)
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{
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PixelData pd = (PixelData)0;
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pd.pos = mul(float4(vd.pos, 1.0f), transformsettings);
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pd.color = vd.color;
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pd.uv = vd.uv;
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return pd;
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}
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// This blends the max of 2 pixels
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float4 addcolor(float4 c1, float4 c2)
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{
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return float4(max(c1.r, c2.r),
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max(c1.g, c2.g),
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max(c1.b, c2.b),
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saturate(c1.a + c2.a * 0.5f));
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}
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// Pixel shader for antialiased drawing
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float4 ps_fsaa(PixelData pd) : COLOR
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{
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// Take this pixel's color
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float4 c = tex2D(texture1samp, pd.uv);
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// If this pixel is not drawn on...
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if(c.a < 0.1f)
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{
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// Mix the colors of nearby pixels
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float4 n = (float4)0;
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x + rendersettings.x, pd.uv.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x - rendersettings.x, pd.uv.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y + rendersettings.y)));
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n = addcolor(n, tex2D(texture1samp, float2(pd.uv.x, pd.uv.y - rendersettings.y)));
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// If any pixels nearby where found, return a blend, otherwise return nothing
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//if(n.a > 0.1f) return float4(n.rgb, n.a * settings.z); else return (float4)0;
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return float4(n.rgb, n.a * rendersettings.z * rendersettings.w);
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}
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else return float4(c.rgb, c.a * rendersettings.w) * pd.color;
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}
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// Pixel shader for normal drawing
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float4 ps_normal(PixelData pd) : COLOR
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{
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// Take this pixel's color
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float4 c = tex2D(texture1samp, pd.uv);
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return float4(c.rgb, c.a * rendersettings.w) * pd.color;
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}
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// Pixel shader for text
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float4 ps_text(PixelData pd) : COLOR
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{
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// Take this pixel's color
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float4 c = tex2D(texture1linear, pd.uv);
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return float4(c.rgb, c.a * rendersettings.w) * pd.color;
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}
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// Technique for shader model 2.0
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technique SM20
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{
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pass p0
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_fsaa();
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}
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pass p1
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_normal();
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}
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pass p2
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{
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VertexShader = compile vs_2_0 vs_transform();
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PixelShader = compile ps_2_0 ps_text();
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}
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}
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