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Diffstat (limited to 'Studio/Content/Effect Library/LightTable.effect')
-rw-r--r-- | Studio/Content/Effect Library/LightTable.effect | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/Studio/Content/Effect Library/LightTable.effect b/Studio/Content/Effect Library/LightTable.effect new file mode 100644 index 0000000..91f5913 --- /dev/null +++ b/Studio/Content/Effect Library/LightTable.effect @@ -0,0 +1,233 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<Effect> + <MetaData> + <Property name="SurfDist" formalName="Distance to Surface" description="Distance from camera to the paper surface" default="100"/> + <Property name="BlurDist" formalName="Distance to Full Blur" description="Distance from the paper surface that\ncorresponds to fully blurred" default="100"/> + <Property name="MaxBlur" formalName="Max Blur Radius" description="Blur radius defined as 'full blur'" min="1" max="100" default="50"/> + <Property name="OverlayDif" formalName="Diffuse Texture" description="Texture overlay color for the paper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayTrn" formalName="Translucent Texture" description="Texture overlay translucency for the\npaper surface" type="Texture" clamp="repeat" /> + <Property name="OverlayNrm" formalName="Normal Texture" description="Texture overlay normal for the paper\nsurface" type="Texture" clamp="repeat" /> + <Property name="OverlayScale" formalName="Texture Scale" description="Texture overlay scaling factor" type="Float2" default="1 1"/> + <Property name="OverlayRot" formalName="Texture Rotation" description="Texture overlay rotation angle" default="0" min="0" max="360"/> + <Property name="OverlayTrans" formalName="Translucency blocking" description="How much translucency through the overlay" default="2.0"/> + <Property name="LightCol" formalName="Light Color" description="Color of the backlight" type="Color" default="1 1 1"/> + <Property name="LightBrt" formalName="Light Brightness" description="Brightness of the backlight" default="1.0"/> + <Property name="LightExp" formalName="Light Exposure" descriptoin="Pre-emptive exposure operation to prevent\nblowout" default="1.0"/> + + <Property name="DimplePos" formalName="Dimple Position" description="On-screen position of a depth\n'pressure dimple'" type="Float2" default="0 0"/> + <Property name="DimpleDepth" formalName="Dimple Pressure" description="How deep the 'pressure dimple' goes" default="0"/> + <Property name="DimpleSize" formalName="Dimple Size" description="How big the pressure dimple is in\nonscreen pixels" default="1" min="1" max="1000"/> + + <!-- Internal buffers plus a few extra options --> + <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/> + <Property name="DistBuffer" type="Texture" filter="nearest" clamp="clamp"/> + <Property name="BlurBuffer" type="Texture" filter="nearest" clamp="clamp"/> + <Property name="SrcSampler" type="Texture" filter="linear" clamp="clamp"/> + <Property name="HalfSampler" type="Texture" filter="linear" clamp="clamp"/> + <Property name="BlurDebug" formalName="Debug Blur Amt" type="Boolean" default="False"/> + <Property name="DepthDebug" formalName="Debug Depth Map" type="Boolean" default="False"/> + </MetaData> +<Shaders> + <Shared> +#include "depthpass.glsllib" + +uniform vec2 CameraClipRange; + </Shared> + <Shader name="DOWNSAMPALPHA"> + <FragmentShader> +void frag() +{ + // Simple averaging blur, but makes sure to include the alpha channel from the blur weights + // Only need to do this once to actually set the alphas in the blur buffers. + vec4 smp0 = textureOffset(Texture0, TexCoord.xy, ivec2(-1,-1)); + vec4 smp1 = textureOffset(Texture0, TexCoord.xy, ivec2(0,-1)); + vec4 smp2 = textureOffset(Texture0, TexCoord.xy, ivec2(-1,0)); + vec4 smp3 = texture(Texture0, TexCoord.xy); + + smp0.w *= textureOffset(DistBuffer, TexCoord.xy, ivec2(-1,-1)).w; + smp1.w *= textureOffset(DistBuffer, TexCoord.xy, ivec2(0,-1)).w; + smp2.w *= textureOffset(DistBuffer, TexCoord.xy, ivec2(-1,0)).w; + smp3.w *= texture(DistBuffer, TexCoord.xy).w; + + gl_FragColor = 0.25 * (smp0 + smp1 + smp2 + smp3); +} + </FragmentShader> + </Shader> + <Shader name="DOWNSAMPLE"> + <FragmentShader> +void frag() // Simple averaging blur. +{ + vec4 smp0 = textureOffset(Texture0, TexCoord.xy, ivec2(-1,-1)); + vec4 smp1 = textureOffset(Texture0, TexCoord.xy, ivec2(0,-1)); + vec4 smp2 = textureOffset(Texture0, TexCoord.xy, ivec2(-1,0)); + vec4 smp3 = texture(Texture0, TexCoord.xy); + + gl_FragColor = 0.25 * (smp0 + smp1 + smp2 + smp3); +} + </FragmentShader> + </Shader> + <Shader name="FINDBLURAMT"> + <FragmentShader> +void frag() +{ + float planeDepth = SurfDist; + + vec2 dvec = gl_FragCoord.xy - vec2(DimplePos); + float dimple = dot(dvec, dvec) / (DimpleSize * DimpleSize); + planeDepth += exp2(-dimple) * DimpleDepth; + + vec4 depthSample = texture(DepthSampler, TexCoord); + float depthVal = getDepthValue( depthSample, CameraClipRange ); + float rawDepth = depthValueToLinearDistance( depthVal, CameraClipRange ); + + if (DepthDebug) + { + gl_FragColor = vec4( (rawDepth - CameraClipRange.x) / (CameraClipRange.y - CameraClipRange.x) ); + return; + } + + float blurAmt = smoothstep(0.0, 1.0, (rawDepth - planeDepth) / BlurDist); + gl_FragColor = vec4(blurAmt, blurAmt, blurAmt, 1.0 - blurAmt); +} + </FragmentShader> + </Shader> + <Shader name="BLURX"> + <FragmentShader> +void frag() +{ + vec4 smp = texture(DistBuffer, TexCoord.xy); + float sigma = clamp(smp.x * MaxBlur * 0.25, 1.0, 25.0); + int smpCount = int(ceil( sigma )); + vec4 value = texture(BlurBuffer, TexCoord.xy); + float wtsum = 1.0; + for (int i = 1; i <= smpCount; ++i) + { + // Base 2 Gaussian blur + float wt = float(i) / (sigma * 0.5); + wt = exp2( -wt*wt ); + value += wt * textureOffset(BlurBuffer, TexCoord.xy, ivec2(-i,0)); + value += wt * textureOffset(BlurBuffer, TexCoord.xy, ivec2(i,0)); + wtsum += wt * 2.0; + } + + gl_FragColor = value / wtsum; +} + </FragmentShader> + </Shader> + <Shader name="BLURY"> + <FragmentShader> +void frag() +{ + vec4 smp = texture(DistBuffer, TexCoord.xy); + + float sigma = clamp(smp.x * MaxBlur * 0.25, 1.0, 25.0); + int smpCount = int(ceil( sigma )); + vec4 value = texture(BlurBuffer, TexCoord.xy); + value.w *= smp.w; + float wtsum = 1.0; + for (int i = 1; i <= smpCount; ++i) + { + // Base 2 Gaussian blur + float wt = float(i) / (sigma * 0.5); + wt = exp2( -wt*wt ); + value += wt * textureOffset(BlurBuffer, TexCoord.xy, ivec2(0,-i)); + value += wt * textureOffset(BlurBuffer, TexCoord.xy, ivec2(0,i)); + wtsum += wt * 2.0; + } + + gl_FragColor = value / wtsum; +} + </FragmentShader> + </Shader> + <Shader name="COMBINE"> + <FragmentShader> +void frag() +{ + float blurFac = texture(DistBuffer, TexCoord.xy).x; + float lod = log2(MaxBlur * blurFac); + float fac0 = clamp(lod, 0.0, 1.0); + float fac1 = clamp(lod-1.0, 0.0, 1.0); + + if (BlurDebug || DepthDebug) + { + gl_FragColor = vec4(blurFac); + return; + } + + vec4 result = texture(SrcSampler, TexCoord.xy); + vec4 lvl1 = texture(HalfSampler, TexCoord.xy); + vec4 fullBlr = texture(BlurBuffer, TexCoord.xy); + + // Basically this says that if the blur factor is really small (less than 2 pixels) + // we favor the full resolution. If it's between 2 and 4 pixels, we favor the half-res + // version (which is like one mip level down)... anything beyond that, we use the bottom + // level which actually has the proper local blur. + result = mix(mix(result, lvl1, fac0), fullBlr, fac1); + + // Transform the texture (assuming rotation about the center of the texture) + float cosX = cos(OverlayRot * 0.01745329251); + float sinX = sin(OverlayRot * 0.01745329251); + mat3x3 texMat = mat3x3( 1.0, 0.0, -0.5, 0.0, 1.0, -0.5, 0.0, 0.0, 1.0 ); + texMat *= mat3x3( cosX, -sinX, 0.0, sinX, cosX, 0.0, 0.0, 0.0, 1.0); + texMat *= mat3x3( 1.0, 0.0, 0.5, 0.0, 1.0, 0.5, 0.0, 0.0, 1.0 ); + texMat *= mat3x3( OverlayScale.x, 0.0, 0.0, 0.0, OverlayScale.y, 0.0, 0.0, 0.0, 1.0); + vec3 texForm = texMat * vec3(TexCoord.xy, 1.0); + vec4 overSmp = texture(OverlayDif, texForm.xy); + float overTrn = 1.0 - texture(OverlayTrn, texForm.xy).x; + float nDotL = (texture(OverlayNrm, texForm.xy).z - 0.5) * 2.0; + + // Want to see how much of a "difference" there is between the light + // color and the object color. + // We are basically acting as if the objects on the layer are occluders + // so the alpha as a result of blurring is like a transparency. + // The behavior is that the brighter the light is, the more of a "gap" there is + vec3 backlight = LightCol.rgb * LightBrt; + + // Assume that the color map I'm using already tells us what N.dot.L is (for now) + float translucency = exp2( -overTrn * OverlayTrans ); + +// vec3 colorDelta = backlight - result.rgb; +// float deltaC = dot(colorDelta, colorDelta) * (1.0 - result.w) * LightBrt / LightExp; +// result.rgb -= result.rgb * smoothstep(deltaC, 1.0, result.w); + +// gl_FragColor = vec4( result.rgb, 1.0 ); +// return; + + backlight *= mix(vec3(1.0), result.rgb, result.w); + backlight *= nDotL * translucency * overSmp.rgb; + + backlight = vec3(1.0) - exp2(-6.28*backlight/LightExp); + + gl_FragColor = vec4(backlight, 1.0); +} + </FragmentShader> + </Shader> +</Shaders> +<Passes> + <Buffer name="halfBuffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/> + <Buffer name="qtrBuffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".25" lifetime="frame"/> + <Buffer name="tempqtr" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".25" lifetime="frame"/> + <Buffer name="blurweights" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="1" lifetime="frame"/> + <Pass shader="FINDBLURAMT" output="blurweights"> + <DepthInput param="DepthSampler"/> + </Pass> + <Pass shader="DOWNSAMPALPHA" input="[source]" output="halfBuffer"> + <BufferInput param="DistBuffer" value="blurweights" /> + </Pass> + <Pass shader="DOWNSAMPLE" input="halfBuffer" output="qtrBuffer"/> + <Pass shader="BLURX" output="tempqtr"> + <BufferInput param="BlurBuffer" value="qtrBuffer" /> + <BufferInput param="DistBuffer" value="blurweights" /> + </Pass> + <Pass shader="BLURY" output="qtrBuffer"> + <BufferInput param="BlurBuffer" value="tempqtr" /> + <BufferInput param="DistBuffer" value="blurweights" /> + </Pass> + <Pass shader="COMBINE"> + <BufferInput param="SrcSampler" value="[source]" /> + <BufferInput param="HalfSampler" value="halfBuffer" /> + <BufferInput param="BlurBuffer" value="qtrBuffer" /> + <BufferInput param="DistBuffer" value="blurweights" /> + </Pass> +</Passes> +</Effect> |