New PostFx (Underwater, Turbulence, and Camera Based Motion Blur)

This commit is contained in:
Ron Kapaun 2013-05-07 14:09:14 -05:00 committed by DavidWyand-GG
parent f4f0d7fcc7
commit f01afa7e9a
16 changed files with 741 additions and 0 deletions

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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 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 );
}

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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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//-----------------------------------------------------------------------------
// 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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}

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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 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 );
}

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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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//-----------------------------------------------------------------------------
// 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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}

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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.
//-----------------------------------------------------------------------------
#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;
}