mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
New PostFx (Underwater, Turbulence, and Camera Based Motion Blur)
This commit is contained in:
parent
f4f0d7fcc7
commit
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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||||
//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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singleton ShaderData( PFX_MotionBlurShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl
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DXPixelShaderFile = "shaders/common/postFx/motionBlurP.hlsl"; //new pixel shader
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pixVersion = 3.0;
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};
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singleton PostEffect(MotionBlurFX)
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{
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isEnabled = false;
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renderTime = "PFXAfterDiffuse";
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shader = PFX_MotionBlurShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backbuffer";
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texture[1] = "#prepass";
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target = "$backBuffer";
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};
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function MotionBlurFX::setShaderConsts(%this)
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{
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%this.setShaderConst( "$velocityMultiplier", 3000 );
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}
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79
Templates/Empty/game/core/scripts/client/postFx/caustics.cs
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79
Templates/Empty/game/core/scripts/client/postFx/caustics.cs
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// 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
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
|
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// all copies or substantial portions of the Software.
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//
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// 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
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock )
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{
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blendDefined = true;
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blendEnable = true;
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blendSrc = GFXBlendOne;
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blendDest = GFXBlendOne;
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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samplerStates[1] = SamplerWrapLinear;
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samplerStates[2] = SamplerWrapLinear;
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};
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singleton ShaderData( PFX_CausticsShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/caustics/causticsP.hlsl";
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//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
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//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
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samplerNames[0] = "$prepassTex";
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samplerNames[1] = "$causticsTex1";
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samplerNames[2] = "$causticsTex2";
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pixVersion = 3.0;
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};
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singleton PostEffect( CausticsPFX )
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{
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requirements = "None";
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isEnabled = true;
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renderTime = "PFXBeforeBin";
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renderBin = "ObjTranslucentBin";
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//renderPriority = 0.1;
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shader = PFX_CausticsShader;
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stateBlock = PFX_CausticsStateBlock;
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texture[0] = "#prepass";
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texture[1] = "textures/caustics_1";
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texture[2] = "textures/caustics_2";
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target = "$backBuffer";
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};
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// this effects the timing of the animation -
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$CausticsPFX::refTime = getSimTime();
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function CausticsPFX::setShaderConsts(%this)
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{
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//echo($Sim::time - %this.timeStart);
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//echo(%this.timeConst);
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%this.setShaderConst( "$refTime", $CausticsPFX::refTime );
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}
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After Width: | Height: | Size: 33 KiB |
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// 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:
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||||
//
|
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// 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
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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singleton ShaderData( PFX_TurbulenceShader )
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{
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
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DXPixelShaderFile = "shaders/common/postFx/turbulenceP.hlsl";
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samplerNames[0] = "$inputTex";
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pixVersion = 3.0;
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};
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singleton PostEffect( TurbulenceFx )
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{
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requirements = "None";
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isEnabled = false;
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allowReflectPass = true;
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renderTime = "PFXAfterDiffuse";
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renderBin = "ObjTranslucentBin";
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shader = PFX_TurbulenceShader;
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stateBlock = PFX_myShaderStateBlock;
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texture[0] = "$backBuffer";
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renderPriority = 0.1;
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};
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function TurbulenceFx::setShaderConsts(%this)
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{
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%this.setShaderConst(%this.timeConst, $Sim::time - %this.timeStart);
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}
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function UnderwaterFogPostFx::onEnabled( %this )
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{
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TurbulenceFx.enable();
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return true;
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}
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function UnderwaterFogPostFx::onDisabled( %this )
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{
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TurbulenceFx.disable();
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return false;
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}
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// 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.
|
||||
//
|
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// 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
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../postFx.hlsl"
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#include "shadergen:/autogenConditioners.h"
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uniform float3 eyePosWorld;
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uniform float4 rtParams0;
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uniform float4 waterFogPlane;
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uniform float accumTime;
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float4 main( PFXVertToPix IN,
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uniform sampler2D prepassTex :register(S0),
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uniform sampler2D causticsTex0 :register(S1),
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uniform sampler2D causticsTex1 :register(S2),
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uniform float2 targetSize : register(C0) ) : COLOR
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{
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//Sample the pre-pass
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float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
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float4 prePass = prepassUncondition( prepassTex, prepassCoord );
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//Get depth
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float depth = prePass.w;
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clip( 0.9999 - depth );
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//Get world position
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float3 pos = eyePosWorld + IN.wsEyeRay * depth;
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//Use world position X and Y to calculate caustics UV
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float2 causticsUV0 = (abs(pos.xy * 0.25) % float2(1, 1));
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float2 causticsUV1 = (abs(pos.xy * 0.2) % float2(1, 1));
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//Animate uvs
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float timeSin = sin(accumTime);
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causticsUV0.xy += float2(accumTime*0.1, timeSin*0.2);
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causticsUV1.xy -= float2(accumTime*0.15, timeSin*0.15);
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//Sample caustics texture
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float4 caustics = tex2D(causticsTex0, causticsUV0);
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caustics *= tex2D(causticsTex1, causticsUV1);
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//Use normal Z to modulate caustics
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float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
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caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
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return caustics;
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}
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71
Templates/Empty/game/shaders/common/postFx/motionBlurP.hlsl
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71
Templates/Empty/game/shaders/common/postFx/motionBlurP.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
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// 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
|
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.hlsl"
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#include "../torque.hlsl"
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#include "shadergen:/autogenConditioners.h"
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uniform float4x4 matPrevScreenToWorld;
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uniform float4x4 matWorldToScreen;
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// Passed in from setShaderConsts()
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uniform float velocityMultiplier;
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uniform sampler2D backBuffer : register(S0);
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uniform sampler2D prepassTex : register(S1);
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float4 main(PFXVertToPix IN) : COLOR0
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{
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float samples = 5;
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// First get the prepass texture for uv channel 0
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float4 prepass = prepassUncondition( prepassTex, IN.uv0 );
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// Next extract the depth
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float depth = prepass.a;
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// Create the screen position
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float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1);
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// Calculate the world position
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float4 D = mul(screenPos, matWorldToScreen);
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float4 worldPos = D / D.w;
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// Now calculate the previous screen position
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float4 previousPos = mul( worldPos, matPrevScreenToWorld );
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previousPos /= previousPos.w;
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// Calculate the XY velocity
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float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy;
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// Generate the motion blur
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float4 color = tex2D(backBuffer, IN.uv0);
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IN.uv0 += velocity;
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for(int i = 1; i<samples; ++i, IN.uv0 += velocity)
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{
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float4 currentColor = tex2D(backBuffer, IN.uv0);
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color += currentColor;
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}
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return color / samples;
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}
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45
Templates/Empty/game/shaders/common/postFx/turbulenceP.hlsl
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45
Templates/Empty/game/shaders/common/postFx/turbulenceP.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
|
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// 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.
|
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//-----------------------------------------------------------------------------
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#include "./postFx.hlsl"
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uniform float accumTime;
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float4 main( PFXVertToPix IN, uniform sampler2D inputTex : register(S0) ) : COLOR
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{
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float reduction = 128;
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float power = 1.0;
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float speed = 3.0;
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float frequency=8;
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float backbuffer_edge_coef=0.98;
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float2 screen_center = float2(0.5, 0.5);
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float2 cPos = (IN.uv0 - screen_center);
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float len = 1.0 - length(cPos);
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float2 uv = clamp((cPos / len * cos(len * frequency - (accumTime * speed)) * (power / reduction)), 0, 1);
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return tex2D(inputTex, IN.uv0 * backbuffer_edge_coef + uv);
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// float4 color = tex2D(inputTex, IN.uv0 * backbuffer_edge_coef+(sin*right));
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// return color;
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}
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
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|
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singleton ShaderData( PFX_MotionBlurShader )
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{
|
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DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl
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DXPixelShaderFile = "shaders/common/postFx/motionBlurP.hlsl"; //new pixel shader
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pixVersion = 3.0;
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};
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singleton PostEffect(MotionBlurFX)
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{
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isEnabled = false;
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renderTime = "PFXAfterDiffuse";
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shader = PFX_MotionBlurShader;
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stateBlock = PFX_DefaultStateBlock;
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texture[0] = "$backbuffer";
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texture[1] = "#prepass";
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target = "$backBuffer";
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};
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function MotionBlurFX::setShaderConsts(%this)
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{
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%this.setShaderConst( "$velocityMultiplier", 3000 );
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}
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78
Templates/Full/game/core/scripts/client/postFx/caustics.cs
Normal file
78
Templates/Full/game/core/scripts/client/postFx/caustics.cs
Normal file
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@ -0,0 +1,78 @@
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//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
singleton GFXStateBlockData( PFX_CausticsStateBlock : PFX_DefaultStateBlock )
|
||||
{
|
||||
blendDefined = true;
|
||||
blendEnable = true;
|
||||
blendSrc = GFXBlendOne;
|
||||
blendDest = GFXBlendOne;
|
||||
|
||||
samplersDefined = true;
|
||||
samplerStates[0] = SamplerClampLinear;
|
||||
samplerStates[1] = SamplerWrapLinear;
|
||||
samplerStates[2] = SamplerWrapLinear;
|
||||
};
|
||||
|
||||
singleton ShaderData( PFX_CausticsShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/postFx/caustics/causticsP.hlsl";
|
||||
|
||||
//OGLVertexShaderFile = "shaders/common/postFx/gl//postFxV.glsl";
|
||||
//OGLPixelShaderFile = "shaders/common/postFx/gl/passthruP.glsl";
|
||||
|
||||
samplerNames[0] = "$prepassTex";
|
||||
samplerNames[1] = "$causticsTex1";
|
||||
samplerNames[2] = "$causticsTex2";
|
||||
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
singleton PostEffect( CausticsPFX )
|
||||
{
|
||||
requirements = "None";
|
||||
isEnabled = true;
|
||||
renderTime = "PFXBeforeBin";
|
||||
renderBin = "ObjTranslucentBin";
|
||||
//renderPriority = 0.1;
|
||||
|
||||
shader = PFX_CausticsShader;
|
||||
stateBlock = PFX_CausticsStateBlock;
|
||||
texture[0] = "#prepass";
|
||||
texture[1] = "textures/caustics_1";
|
||||
texture[2] = "textures/caustics_2";
|
||||
target = "$backBuffer";
|
||||
|
||||
};
|
||||
|
||||
// this effects the timing of the animation -
|
||||
|
||||
$CausticsPFX::refTime = getSimTime();
|
||||
|
||||
function CausticsPFX::setShaderConsts(%this)
|
||||
{
|
||||
//echo($Sim::time - %this.timeStart);
|
||||
//echo(%this.timeConst);
|
||||
%this.setShaderConst( "$refTime", $CausticsPFX::refTime );
|
||||
}
|
||||
|
||||
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|
After Width: | Height: | Size: 34 KiB |
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|
After Width: | Height: | Size: 33 KiB |
63
Templates/Full/game/core/scripts/client/postFx/turbulence.cs
Normal file
63
Templates/Full/game/core/scripts/client/postFx/turbulence.cs
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
singleton ShaderData( PFX_TurbulenceShader )
|
||||
{
|
||||
DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl";
|
||||
DXPixelShaderFile = "shaders/common/postFx/turbulenceP.hlsl";
|
||||
|
||||
samplerNames[0] = "$inputTex";
|
||||
pixVersion = 3.0;
|
||||
};
|
||||
|
||||
singleton PostEffect( TurbulenceFx )
|
||||
{
|
||||
requirements = "None";
|
||||
isEnabled = false;
|
||||
allowReflectPass = true;
|
||||
|
||||
renderTime = "PFXAfterDiffuse";
|
||||
renderBin = "ObjTranslucentBin";
|
||||
|
||||
shader = PFX_TurbulenceShader;
|
||||
stateBlock = PFX_myShaderStateBlock;
|
||||
texture[0] = "$backBuffer";
|
||||
|
||||
renderPriority = 0.1;
|
||||
};
|
||||
|
||||
function TurbulenceFx::setShaderConsts(%this)
|
||||
{
|
||||
%this.setShaderConst(%this.timeConst, $Sim::time - %this.timeStart);
|
||||
}
|
||||
|
||||
function UnderwaterFogPostFx::onEnabled( %this )
|
||||
{
|
||||
TurbulenceFx.enable();
|
||||
return true;
|
||||
}
|
||||
|
||||
function UnderwaterFogPostFx::onDisabled( %this )
|
||||
{
|
||||
TurbulenceFx.disable();
|
||||
return false;
|
||||
}
|
||||
|
|
@ -0,0 +1,66 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../postFx.hlsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
uniform float3 eyePosWorld;
|
||||
uniform float4 rtParams0;
|
||||
uniform float4 waterFogPlane;
|
||||
uniform float accumTime;
|
||||
|
||||
float4 main( PFXVertToPix IN,
|
||||
uniform sampler2D prepassTex :register(S0),
|
||||
uniform sampler2D causticsTex0 :register(S1),
|
||||
uniform sampler2D causticsTex1 :register(S2),
|
||||
uniform float2 targetSize : register(C0) ) : COLOR
|
||||
{
|
||||
//Sample the pre-pass
|
||||
float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
|
||||
float4 prePass = prepassUncondition( prepassTex, prepassCoord );
|
||||
|
||||
//Get depth
|
||||
float depth = prePass.w;
|
||||
clip( 0.9999 - depth );
|
||||
|
||||
//Get world position
|
||||
float3 pos = eyePosWorld + IN.wsEyeRay * depth;
|
||||
|
||||
//Use world position X and Y to calculate caustics UV
|
||||
float2 causticsUV0 = (abs(pos.xy * 0.25) % float2(1, 1));
|
||||
float2 causticsUV1 = (abs(pos.xy * 0.2) % float2(1, 1));
|
||||
|
||||
//Animate uvs
|
||||
float timeSin = sin(accumTime);
|
||||
causticsUV0.xy += float2(accumTime*0.1, timeSin*0.2);
|
||||
causticsUV1.xy -= float2(accumTime*0.15, timeSin*0.15);
|
||||
|
||||
//Sample caustics texture
|
||||
float4 caustics = tex2D(causticsTex0, causticsUV0);
|
||||
caustics *= tex2D(causticsTex1, causticsUV1);
|
||||
|
||||
//Use normal Z to modulate caustics
|
||||
float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
|
||||
caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
|
||||
|
||||
return caustics;
|
||||
}
|
||||
71
Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl
Normal file
71
Templates/Full/game/shaders/common/postFx/motionBlurP.hlsl
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "./postFx.hlsl"
|
||||
#include "../torque.hlsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
uniform float4x4 matPrevScreenToWorld;
|
||||
uniform float4x4 matWorldToScreen;
|
||||
|
||||
// Passed in from setShaderConsts()
|
||||
uniform float velocityMultiplier;
|
||||
|
||||
uniform sampler2D backBuffer : register(S0);
|
||||
uniform sampler2D prepassTex : register(S1);
|
||||
|
||||
float4 main(PFXVertToPix IN) : COLOR0
|
||||
{
|
||||
float samples = 5;
|
||||
|
||||
// First get the prepass texture for uv channel 0
|
||||
float4 prepass = prepassUncondition( prepassTex, IN.uv0 );
|
||||
|
||||
// Next extract the depth
|
||||
float depth = prepass.a;
|
||||
|
||||
// Create the screen position
|
||||
float4 screenPos = float4(IN.uv0.x*2-1, IN.uv0.y*2-1, depth*2-1, 1);
|
||||
|
||||
// Calculate the world position
|
||||
float4 D = mul(screenPos, matWorldToScreen);
|
||||
float4 worldPos = D / D.w;
|
||||
|
||||
// Now calculate the previous screen position
|
||||
float4 previousPos = mul( worldPos, matPrevScreenToWorld );
|
||||
previousPos /= previousPos.w;
|
||||
|
||||
// Calculate the XY velocity
|
||||
float2 velocity = ((screenPos - previousPos) / velocityMultiplier).xy;
|
||||
|
||||
// Generate the motion blur
|
||||
float4 color = tex2D(backBuffer, IN.uv0);
|
||||
IN.uv0 += velocity;
|
||||
|
||||
for(int i = 1; i<samples; ++i, IN.uv0 += velocity)
|
||||
{
|
||||
float4 currentColor = tex2D(backBuffer, IN.uv0);
|
||||
color += currentColor;
|
||||
}
|
||||
|
||||
return color / samples;
|
||||
}
|
||||
45
Templates/Full/game/shaders/common/postFx/turbulenceP.hlsl
Normal file
45
Templates/Full/game/shaders/common/postFx/turbulenceP.hlsl
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "./postFx.hlsl"
|
||||
|
||||
uniform float accumTime;
|
||||
|
||||
float4 main( PFXVertToPix IN, uniform sampler2D inputTex : register(S0) ) : COLOR
|
||||
{
|
||||
float reduction = 128;
|
||||
float power = 1.0;
|
||||
float speed = 3.0;
|
||||
float frequency=8;
|
||||
|
||||
float backbuffer_edge_coef=0.98;
|
||||
float2 screen_center = float2(0.5, 0.5);
|
||||
float2 cPos = (IN.uv0 - screen_center);
|
||||
|
||||
float len = 1.0 - length(cPos);
|
||||
float2 uv = clamp((cPos / len * cos(len * frequency - (accumTime * speed)) * (power / reduction)), 0, 1);
|
||||
return tex2D(inputTex, IN.uv0 * backbuffer_edge_coef + uv);
|
||||
|
||||
// float4 color = tex2D(inputTex, IN.uv0 * backbuffer_edge_coef+(sin*right));
|
||||
// return color;
|
||||
|
||||
}
|
||||
Loading…
Reference in a new issue