/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/post_distort.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. ******************************************************************************/ #include #define NOISE2D_SCALE 2 #include // double-duty on spotlight texture.... #define SPOT_TEX_SIZE 128 #define SPOT_TEX_INSIDE 0.1 #include float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=frosted;"; > = 0.8; // version # float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0}; float ClearDepth = 1.0; DECLARE_QUAD_TEX(SceneMap,SceneSampler,"X8R8G8B8") DECLARE_QUAD_DEPTH_BUFFER(DepthBuffer,"D24S8") /************* TWEAKABLES **************/ float Distort < string UIName = "Overall Distortion"; string UIWidget = "slider"; float UIMin = 0; float UIMax = 0.2; float UIStep = 0.0001; > = 0.01f; float UnDistort < string UIName = "Min Distortion"; string UIWidget = "slider"; float UIMin = 0; float UIMax = 0.2; float UIStep = 0.0001; > = 0.01f; ////////////// float4 distortPS(QuadVertexOutput IN) : COLOR { float2 s = tex2D(SpotSamp,IN.UV).x; s = lerp(Distort,UnDistort,s); float2 d = s*SNOISE2D(IN.UV).xy; float2 n = IN.UV + d; return tex2D(SceneSampler,n); } /*************/ technique frosted < string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "RenderColorTarget0=SceneMap;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=p0;"; > { pass p0 < string Script ="RenderColorTarget0=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_b distortPS(); } } /***************************** eof ***/