diff --git a/Templates/Empty/game/core/scripts/client/postFx/MotionBlurFx.cs b/Templates/Empty/game/core/scripts/client/postFx/MotionBlurFx.cs new file mode 100644 index 000000000..e94e5ef67 --- /dev/null +++ b/Templates/Empty/game/core/scripts/client/postFx/MotionBlurFx.cs @@ -0,0 +1,47 @@ +//----------------------------------------------------------------------------- +// 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_MotionBlurShader ) +{ + DXVertexShaderFile = "shaders/common/postFx/postFxV.hlsl"; //we use the bare-bones postFxV.hlsl + DXPixelShaderFile = "shaders/common/postFx/motionBlurP.hlsl"; //new pixel shader + + pixVersion = 3.0; +}; + +singleton PostEffect(MotionBlurFX) +{ + isEnabled = false; + + renderTime = "PFXAfterDiffuse"; + + shader = PFX_MotionBlurShader; + stateBlock = PFX_DefaultStateBlock; + texture[0] = "$backbuffer"; + texture[1] = "#prepass"; + target = "$backBuffer"; +}; + +function MotionBlurFX::setShaderConsts(%this) +{ + %this.setShaderConst( "$velocityMultiplier", 3000 ); +} diff --git a/Templates/Empty/game/core/scripts/client/postFx/caustics.cs b/Templates/Empty/game/core/scripts/client/postFx/caustics.cs new file mode 100644 index 000000000..5cfd1966a --- /dev/null +++ b/Templates/Empty/game/core/scripts/client/postFx/caustics.cs @@ -0,0 +1,79 @@ +//----------------------------------------------------------------------------- +// 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 ); +} + diff --git a/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_1.png b/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_1.png new file mode 100644 index 000000000..49821ad0f Binary files /dev/null and b/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_1.png differ diff --git a/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_2.png b/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_2.png new file mode 100644 index 000000000..99097fa0e Binary files /dev/null and b/Templates/Empty/game/core/scripts/client/postFx/textures/caustics_2.png differ diff --git a/Templates/Empty/game/core/scripts/client/postFx/turbulence.cs b/Templates/Empty/game/core/scripts/client/postFx/turbulence.cs new file mode 100644 index 000000000..af4d7dc7f --- /dev/null +++ b/Templates/Empty/game/core/scripts/client/postFx/turbulence.cs @@ -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; +} \ No newline at end of file diff --git a/Templates/Empty/game/shaders/common/postFx/caustics/causticsP.hlsl b/Templates/Empty/game/shaders/common/postFx/caustics/causticsP.hlsl new file mode 100644 index 000000000..f9242734b --- /dev/null +++ b/Templates/Empty/game/shaders/common/postFx/caustics/causticsP.hlsl @@ -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; +} diff --git a/Templates/Empty/game/shaders/common/postFx/motionBlurP.hlsl b/Templates/Empty/game/shaders/common/postFx/motionBlurP.hlsl new file mode 100644 index 000000000..348484f4d --- /dev/null +++ b/Templates/Empty/game/shaders/common/postFx/motionBlurP.hlsl @@ -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