/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/post_colorClip.fx#3 $ Copyright NVIDIA Corporation 2002-2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Clip low and high colors ******************************************************************************/ #include float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=Technique?Clip:Stretched;"; > = 0.8; // version # float4 ClearColor < string UIWidget = "color"; string UIName = "Background"; > = {0.1,0.1,0.1,0.0}; float ClearDepth = 1.0; /////////////////////////////////////////////////////////// /////////////////////////////////////// Textures ////////// /////////////////////////////////////////////////////////// float4 MinColor < string UIWidget = "color"; string UIName = "Min"; > = {0.0,0.0,0.0,0.0}; float4 MaxColor < string UIWidget = "color"; string UIName = "Max"; > = {1.0,1.0,1.0,1.0}; DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"A8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer,"D24S8") ////////////////////////////////////////////////////// /////////////////////////////////// pixel shader ///// ////////////////////////////////////////////////////// QUAD_REAL4 Clipper(QuadVertexOutput IN) : COLOR { QUAD_REAL4 orig = tex2D(SceneSampler, IN.UV); orig = min(MaxColor,orig); orig = max(MinColor,orig); return orig; } static QUAD_REAL4 ColorRange = (MaxColor-MinColor); QUAD_REAL4 Squisher(QuadVertexOutput IN) : COLOR { QUAD_REAL4 orig = tex2D(SceneSampler, IN.UV); orig = min(MaxColor,orig); orig = max(MinColor,orig); orig = (orig-MinColor)/ColorRange; return orig; } //////////////////////////////////////////////////////////// /////////////////////////////////////// techniques ///////// //////////////////////////////////////////////////////////// technique Clip < string Script = "RenderColorTarget0=SceneTexture;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=Convert;"; > { pass Convert < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_a Clipper(); } } technique Stretched < string Script = "RenderColorTarget0=SceneTexture;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=Convert;"; > { pass Convert < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_a Squisher(); } }