/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/post_dizzy.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. ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "Technique=Main;"; > = 0.8; // version # float4 ClearColor < string UIWidget = "color"; string UIName = "background"; > = {0,0,0,0.0}; float ClearDepth = 1.0; #include #include DECLARE_QUAD_TEX(SceneTexture,SceneSampler,"X8R8G8B8") DECLARE_QUAD_TEX(DTex0,DSamp0,"X8R8G8B8") DECLARE_QUAD_TEX(DTex1,DSamp1,"X8R8G8B8") DECLARE_QUAD_TEX(DTex2,DSamp2,"X8R8G8B8") DECLARE_QUAD_TEX(DTex3,DSamp3,"X8R8G8B8") DECLARE_QUAD_TEX(DTex4,DSamp4,"X8R8G8B8") texture DepthBuffer : RENDERDEPTHSTENCILTARGET < float2 ViewportRatio = { 1.0f, 1.0f}; string format = "D24S8"; string UIWidget = "None"; >; QUAD_REAL Time : TIME ; /////////////////////////////////////////////////////////// /////////////////////////////////////// Tweakables //////// /////////////////////////////////////////////////////////// float Speed < string UIWidget = "slider"; float UIMin = -1.0f; float UIMax = 100.0f; float UIStep = 0.01f; > = 21.f; float TimeSpacing < string UIWidget = "slider"; float UIMin = 0.0f; float UIMax = 0.2f; float UIStep = 0.01f; > = 0.1f; float Shake < string UIWidget = "slider"; float UIMin = 0.0f; float UIMax = 1.0f; float UIStep = 0.01f; > = 0.25f; float Sharpness < string UIWidget = "slider"; float UIMin = 0.1f; float UIMax = 3.0f; float UIStep = 0.1f; > = 2.2f; float2 TimeDelta = {1,.2}; ////////////////////////////////////////////////////// ////////////////////////////////// pixel shaders ///// ////////////////////////////////////////////////////// QuadVertexOutput ShakerVS( float3 Position : POSITION, float2 TexCoord : TEXCOORD0, uniform float TimeOff ) { QuadVertexOutput OUT; OUT.Position = float4(Position, 1); float2 dn = Speed*(Time+TimeOff*TimeSpacing)*TimeDelta; float2 off = float2(QuadTexOffset/(QuadScreenSize.x),QuadTexOffset/(QuadScreenSize.y)); //float2 noisePos = TexCoord+off+dn; float2 noisePos = (float2)(0.5)+off+dn; float2 i = Shake*float2(vertex_noise(noisePos, NTab), vertex_noise(noisePos.yx, NTab)); i = sign(i) * pow(i,Sharpness); OUT.UV = TexCoord.xy+i; return OUT; } #define C0 1.0 #define C1 2.0 #define C2 4.0 #define C3 8.0 #define C4 16.0 #define CS (C0+C1+C2+C3+C4) QUAD_REAL4 CombinePS(QuadVertexOutput IN) : COLOR { QUAD_REAL4 texCol0 = tex2D(DSamp0, IN.UV)*(C0/CS); QUAD_REAL4 texCol1 = tex2D(DSamp1, IN.UV)*(C1/CS); QUAD_REAL4 texCol2 = tex2D(DSamp2, IN.UV)*(C2/CS); QUAD_REAL4 texCol3 = tex2D(DSamp3, IN.UV)*(C3/CS); QUAD_REAL4 texCol4 = tex2D(DSamp4, IN.UV)*(C4/CS); return (texCol0+texCol1+texCol2+texCol3+texCol4); } //////////////////////////////////////////////////////////// /////////////////////////////////////// techniques ///////// //////////////////////////////////////////////////////////// technique Main < string ScriptClass = "scene"; string ScriptOrder = "postprocess"; string ScriptOutput = "color"; string Script = "RenderColorTarget0=SceneTexture;" "RenderDepthStencilTarget=DepthBuffer;" "ClearSetColor=ClearColor;" "ClearSetDepth=ClearDepth;" "Clear=Color;" "Clear=Depth;" "ScriptExternal=color;" "Pass=Shake0;" "Pass=Shake1;" "Pass=Shake2;" "Pass=Shake3;" "Pass=Shake4;" "Pass=Combine;"; > { pass Shake0 < string Script = "RenderColorTarget0=DTex0;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ShakerVS(0); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 TexQuadPS(SceneSampler); } pass Shake1 < string Script = "RenderColorTarget0=DTex1;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ShakerVS(1); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 TexQuadPS(SceneSampler); } pass Shake2 < string Script = "RenderColorTarget0=DTex2;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ShakerVS(2); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 TexQuadPS(SceneSampler); } pass Shake3 < string Script = "RenderColorTarget0=DTex3;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ShakerVS(3); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 TexQuadPS(SceneSampler); } pass Shake4 < string Script = "RenderColorTarget0=DTex4;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ShakerVS(4); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 TexQuadPS(SceneSampler); } pass Combine < string Script = "RenderColorTarget0=;" "Draw=Buffer;"; > { VertexShader = compile vs_2_0 ScreenQuadVS(); cullmode = none; ZEnable = false; AlphaBlendEnable = false; PixelShader = compile ps_2_0 CombinePS(); } }