/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/post_colorMix.fx#3 $ Copyright NVIDIA Corporation 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. Just pass image through, with color tweaking ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=colorMix;"; > = 0.8; // version # #include float4 ClearColor : DIFFUSE = {0.3,0.3,0.3,1.0}; float ClearDepth < string UIWidget = "none"; > = 1.0; QUAD_REAL3 Red < string UIWidget = "color"; > = {1,0,0}; QUAD_REAL3 Green < string UIWidget = "color"; > = {0,1,0}; QUAD_REAL3 Blue < string UIWidget = "color"; > = {0,0,1}; /////////////////////////////////////////////////////////// ///////////////////////////// Render-to-Texture Data ////// /////////////////////////////////////////////////////////// DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"A8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer, "D24S8") //////////////////////////////////////////////////////////// /////////////////////////////////////// Shader ///////////// //////////////////////////////////////////////////////////// QUAD_REAL4 colorMixPS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 texCol = tex2D(SceneSampler, IN.UV); QUAD_REAL rm = dot(texCol.xyz,Red); QUAD_REAL gm = dot(texCol.xyz,Green); QUAD_REAL bm = dot(texCol.xyz,Blue); QUAD_REAL am = texCol.w; return QUAD_REAL4(rm,gm,bm,am); } //////////////////////////////////////////////////////////// /////////////////////////////////////// techniques ///////// //////////////////////////////////////////////////////////// technique colorMix < string Script = "RenderColorTarget0=SceneTexture;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=p0;"; > { pass p0 < string Script = "RenderColorTarget0=;" "RenderDepthStencilTarget=;" "Draw=Buffer;"; > { cullmode = none; ZEnable = false; ZWriteEnable = false; VertexShader = compile vs_2_0 ScreenQuadVS(); PixelShader = compile ps_2_0 colorMixPS(); } } ////////////// eof ///