#define WT_0 1.0
#define WT_1 0.8
#define WT_2 0.6
#define WT_3 0.4
#define WT_4 0.2
// these ones are based on the above....
#define WT_NORMALIZE (WT_0+2.0*(WT_1+WT_2+WT_3+WT_4))
#define KW_0 (WT_0/WT_NORMALIZE)
#define KW_1 (WT_1/WT_NORMALIZE)
#define KW_2 (WT_2/WT_NORMALIZE)
#define KW_3 (WT_3/WT_NORMALIZE)
#define KW_4 (WT_4/WT_NORMALIZE)
float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "scene";
string ScriptOrder = "postprocess";
string ScriptOutput = "color";
string Script = "Technique=Glow?Main:Main10;";
> = 0.8;
// Standard full-screen imaging value
float4 ClearColor <
string UIWidget = "color";
string UIName = "Clear (Bg) Color";
> = {0,0,0,1.0};
float ClearDepth <
string UIWidget = "None";
> = 1.0;
float2 ViewportSize : VIEWPORTPIXELSIZE <
string UIName="Screen Size";
string UIWidget="None";
>;
static float2 ViewportOffset = (float2(0.5,0.5)/ViewportSize);
///////////////////////////////////////////////////////////
/////////////////////////////////////// Tweakables ////////
///////////////////////////////////////////////////////////
float Glowness <
string UIName = "Glow Strength";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 2.0f;
float UIStep = 0.05f;
> = 0.7f;
float Sceneness <
string UIName = "Scene Strength";
string UIWidget = "slider";
float UIMin = 0.0f;
float UIMax = 2.0f;
float UIStep = 0.05f;
> = 0.3f;
float GlowSpan <
string UIName = "Glow Step Size (Texels)";
string UIWidget = "slider";
float UIMin = 0.2f;
float UIMax = 8.0f;
float UIStep = 0.5f;
> = 2.5f;
///////////////////////////////////////////////////////////
///////////////////////////// Render-to-Texture Targets ///
///////////////////////////////////////////////////////////
texture2D ScnMap : RENDERCOLORTARGET <
float2 ViewPortRatio = {1.0,1.0};
int MipLevels = 1;
string Format = "X8R8G8B8" ;
string UIWidget = "None";
>;
sampler2D ScnSamp = sampler_state {
texture = <ScnMap>;
AddressU = CLAMP;
AddressV = CLAMP;
FILTER = MIN_MAG_LINEAR_MIP_POINT;
};
texture2D GlowMap1 : RENDERCOLORTARGET <
float2 ViewPortRatio = {1.0,1.0};
int MipLevels = 1;
string Format = "X8R8G8B8" ;
string UIWidget = "None";
>;
sampler2D GlowSamp1 = sampler_state {
texture = <GlowMap1>;
AddressU = CLAMP;
AddressV = CLAMP;
FILTER = MIN_MAG_LINEAR_MIP_POINT;
};
texture2D GlowMap2 : RENDERCOLORTARGET <
float2 ViewPortRatio = {1.0,1.0};
int MipLevels = 1;
string Format = "X8R8G8B8" ;
string UIWidget = "None";
>;
sampler2D GlowSamp2 = sampler_state {
texture = <GlowMap2>;
AddressU = CLAMP;
AddressV = CLAMP;
FILTER = MIN_MAG_LINEAR_MIP_POINT;
};
texture2D DepthBuffer : RENDERDEPTHSTENCILTARGET <
float2 ViewPortRatio = {1.0,1.0};
string Format = "D24S8";
string UIWidget = "None";
>;
///////////////////////////////////////////////////////////
///////////////////////////// Connector Data Struct ///////
///////////////////////////////////////////////////////////
struct OneTexelVertex {
float4 Position : POSITION;
float2 UV : TEXCOORD0;
};
// nine texcoords, to sample nine in-line texels
struct NineTexelVertex
{
float4 Position : POSITION;
float2 UV : TEXCOORD0;
float4 UV1 : TEXCOORD1; // xy AND zw used as UV coords
float4 UV2 : TEXCOORD2; // xy AND zw used as UV coords
float4 UV3 : TEXCOORD3; // xy AND zw used as UV coords
float4 UV4 : TEXCOORD4; // xy AND zw used as UV coords
};
///////////////////////////////////////////////////////////
/////////////////////////////////// Vertex Shaders ////////
///////////////////////////////////////////////////////////
// vertex shader to align blur samples vertically
NineTexelVertex vert9BlurVS(
float3 Position : POSITION,
float2 UV : TEXCOORD0
) {
NineTexelVertex OUT = (NineTexelVertex)0;
OUT.Position = float4(Position, 1);
float TexelIncrement = GlowSpan/ViewportSize.y;
float2 Coord = float2(UV.xy + ViewportOffset);
OUT.UV = Coord;
OUT.UV1 = float4(Coord.x, Coord.y + TexelIncrement,
Coord.x, Coord.y - TexelIncrement);
OUT.UV2 = float4(Coord.x, Coord.y + TexelIncrement*2,
Coord.x, Coord.y - TexelIncrement*2);
OUT.UV3 = float4(Coord.x, Coord.y + TexelIncrement*3,
Coord.x, Coord.y - TexelIncrement*3);
OUT.UV4 = float4(Coord.x, Coord.y + TexelIncrement*4,
Coord.x, Coord.y - TexelIncrement*4);
return OUT;
}
// vertex shader to align blur samples horizontally
NineTexelVertex horiz9BlurVS(
float3 Position : POSITION,
float2 UV : TEXCOORD0
) {
NineTexelVertex OUT = (NineTexelVertex)0;
OUT.Position = float4(Position, 1);
float TexelIncrement = GlowSpan/ViewportSize.x;
float2 Coord = float2(UV.xy + ViewportOffset);
OUT.UV = Coord;
OUT.UV1 = float4(Coord.x + TexelIncrement, Coord.y,
Coord.x - TexelIncrement, Coord.y);
OUT.UV2 = float4(Coord.x + TexelIncrement*2, Coord.y,
Coord.x - TexelIncrement*2, Coord.y);
OUT.UV3 = float4(Coord.x + TexelIncrement*3, Coord.y,
Coord.x - TexelIncrement*3, Coord.y);
OUT.UV4 = float4(Coord.x + TexelIncrement*4, Coord.y,
Coord.x - TexelIncrement*4, Coord.y);
return OUT;
}
OneTexelVertex ScreenQuadVS(
float3 Position : POSITION,
float2 UV : TEXCOORD0
) {
OneTexelVertex OUT = (OneTexelVertex)0;
OUT.Position = float4(Position, 1);
OUT.UV = float2(UV.xy + ViewportOffset);
return OUT;
}
///////////////////////////////////////////////////////////
/////////////////////////////////// Pixel Shaders /////////
///////////////////////////////////////////////////////////
float4 blur9PS(NineTexelVertex IN,
uniform sampler2D SrcSamp) : COLOR
{
float4 OutCol = tex2D(SrcSamp, IN.UV4.zw) * KW_4;
OutCol += tex2D(SrcSamp, IN.UV3.zw) * KW_3;
OutCol += tex2D(SrcSamp, IN.UV2.zw) * KW_2;
OutCol += tex2D(SrcSamp, IN.UV1.zw) * KW_1;
OutCol += tex2D(SrcSamp, IN.UV) * KW_0;
OutCol += tex2D(SrcSamp, IN.UV1.xy) * KW_1;
OutCol += tex2D(SrcSamp, IN.UV2.xy) * KW_2;
OutCol += tex2D(SrcSamp, IN.UV3.xy) * KW_3;
OutCol += tex2D(SrcSamp, IN.UV4.xy) * KW_4;
return OutCol;
}
// add glow on top of model
float4 PS_GlowPass(OneTexelVertex IN) : COLOR
{
float4 scn = Sceneness * tex2D(ScnSamp, IN.UV);
float3 glow = Glowness * tex2D(GlowSamp2, IN.UV).xyz;
return float4(scn.xyz+glow,scn.w);
}
////////////////////////////////////////////////////////////
/////////////////////////////////////// techniques /////////
////////////////////////////////////////////////////////////
RasterizerState DisableCulling
{
CullMode = NONE;
};
DepthStencilState DepthEnabling
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
BlendState DisableBlend
{
BlendEnable[0] = FALSE;
};
technique10 Main10 <
string Script =
"RenderColorTarget0=ScnMap;"
"RenderDepthStencilTarget=DepthBuffer;"
"ClearSetColor=ClearColor;"
"ClearSetDepth=ClearDepth;"
"Clear=Color;"
"Clear=Depth;"
"ScriptExternal=color;"
"Pass=BlurGlowBuffer_Horz;"
"Pass=BlurGlowBuffer_Vert;"
"Pass=GlowPass;";
> {
pass BlurGlowBuffer_Horz <
string Script = "RenderColorTarget=GlowMap1;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
>
{
SetVertexShader( CompileShader( vs_4_0, horiz9BlurVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, blur9PS(ScnSamp) ) );
SetRasterizerState(DisableCulling);
SetDepthStencilState(DepthEnabling, 0);
SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
}
pass BlurGlowBuffer_Vert <
string Script = "RenderColorTarget=GlowMap2;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
>
{
SetVertexShader( CompileShader( vs_4_0, vert9BlurVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, blur9PS(GlowSamp1) ) );
SetRasterizerState(DisableCulling);
SetDepthStencilState(DepthEnabling, 0);
SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
}
pass GlowPass <
string Script= "RenderColorTarget0=;"
"RenderDepthStencilTarget=;"
"Draw=Buffer;";
>
{
SetVertexShader( CompileShader( vs_4_0, ScreenQuadVS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS_GlowPass() ) );
SetRasterizerState(DisableCulling);
SetDepthStencilState(DepthEnabling, 0);
SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
}
}
technique Main <
string Script =
"RenderColorTarget0=ScnMap;"
"RenderDepthStencilTarget=DepthBuffer;"
"ClearSetColor=ClearColor;"
"ClearSetDepth=ClearDepth;"
"Clear=Color;"
"Clear=Depth;"
"ScriptExternal=color;"
"Pass=BlurGlowBuffer_Horz;"
"Pass=BlurGlowBuffer_Vert;"
"Pass=GlowPass;";
> {
pass BlurGlowBuffer_Horz <
string Script = "RenderColorTarget=GlowMap1;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
> {
VertexShader = compile vs_3_0 horiz9BlurVS();
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
PixelShader = compile ps_3_0 blur9PS(ScnSamp);
}
pass BlurGlowBuffer_Vert <
string Script = "RenderColorTarget=GlowMap2;"
"RenderDepthStencilTarget=DepthBuffer;"
"Draw=Buffer;";
> {
VertexShader = compile vs_3_0 vert9BlurVS();
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
PixelShader = compile ps_3_0 blur9PS(GlowSamp1);
}
pass GlowPass <
string Script= "RenderColorTarget0=;"
"RenderDepthStencilTarget=;"
"Draw=Buffer;";
>
{
cullmode = none;
ZEnable = false;
ZWriteEnable = false;
AlphaBlendEnable = false;
VertexShader = compile vs_3_0 ScreenQuadVS();
PixelShader = compile ps_3_0 PS_GlowPass();
}
}
meybe i need to set some globals from code? Cause i cannot find anything that i need to set from code here...and don't know how to see it in FX Composer...