Re-submission of the Volumetric Fog PR, with cleanup.

This commit is contained in:
Areloch 2015-12-01 00:10:13 -06:00
parent 272e3138a0
commit a90eb9762b
62 changed files with 2541 additions and 6 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
// http://www.richardsgamestudio.com/
//
// If you find this code useful or you are feeling particularly generous I
// would ask that you please go to http://www.richardsgamestudio.com/ then
// choose Donations from the menu on the left side and make a donation to
// Richards Game Studio. It will be highly appreciated.
//
// The MIT License:
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog Glow postFx pixel shader V1.00
#include "./postFx.hlsl"
uniform sampler2D diffuseMap : register(S0);
uniform float strength;
struct VertToPix
{
float4 hpos : POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float2 uv3 : TEXCOORD3;
float2 uv4 : TEXCOORD4;
float2 uv5 : TEXCOORD5;
float2 uv6 : TEXCOORD6;
float2 uv7 : TEXCOORD7;
};
float4 main( VertToPix IN ) : COLOR
{
float4 kernel = float4( 0.175, 0.275, 0.375, 0.475 ) * strength;
float4 OUT = 0;
OUT += tex2D( diffuseMap, IN.uv0 ) * kernel.x;
OUT += tex2D( diffuseMap, IN.uv1 ) * kernel.y;
OUT += tex2D( diffuseMap, IN.uv2 ) * kernel.z;
OUT += tex2D( diffuseMap, IN.uv3 ) * kernel.w;
OUT += tex2D( diffuseMap, IN.uv4 ) * kernel.x;
OUT += tex2D( diffuseMap, IN.uv5 ) * kernel.y;
OUT += tex2D( diffuseMap, IN.uv6 ) * kernel.z;
OUT += tex2D( diffuseMap, IN.uv7 ) * kernel.w;
// Calculate a lumenance value in the alpha so we
// can use alpha test to save fillrate.
float3 rgb2lum = float3( 0.30, 0.59, 0.11 );
OUT.a = dot( OUT.rgb, rgb2lum );
return OUT;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2014 R.G.S. - Richards Game Studio, the Netherlands
// http://www.richardsgamestudio.com/
//
// If you find this code useful or you are feeling particularly generous I
// would ask that you please go to http://www.richardsgamestudio.com/ then
// choose Donations from the menu on the left side and make a donation to
// Richards Game Studio. It will be highly appreciated.
//
// The MIT License:
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Volumetric Fog Glow postFx pixel shader V1.00
uniform sampler2D diffuseMap;
uniform float strength;
out vec4 OUT_col;
in vec2 uv0;
in vec2 uv1;
in vec2 uv2;
in vec2 uv3;
in vec2 uv4;
in vec2 uv5;
in vec2 uv6;
in vec2 uv7;
void main()
{
vec4 kernel = vec4( 0.175, 0.275, 0.375, 0.475 ) * strength;
OUT_col = vec4(0);
OUT_col += texture( diffuseMap, uv0 ) * kernel.x;
OUT_col += texture( diffuseMap, uv1 ) * kernel.y;
OUT_col += texture( diffuseMap, uv2 ) * kernel.z;
OUT_col += texture( diffuseMap, uv3 ) * kernel.w;
OUT_col += texture( diffuseMap, uv4 ) * kernel.x;
OUT_col += texture( diffuseMap, uv5 ) * kernel.y;
OUT_col += texture( diffuseMap, uv6 ) * kernel.z;
OUT_col += texture( diffuseMap, uv7 ) * kernel.w;
// Calculate a lumenance value in the alpha so we
// can use alpha test to save fillrate.
vec3 rgb2lum = vec3( 0.30, 0.59, 0.11 );
OUT_col.a = dot( OUT_col.rgb, rgb2lum );
}