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authorMiikka Heikkinen <miikka.heikkinen@qt.io>2019-06-11 10:55:38 +0300
committerMiikka Heikkinen <miikka.heikkinen@qt.io>2019-06-11 11:03:14 +0300
commitd2a2918a6c77513cb4f35aaa220dfc62c0a94791 (patch)
tree9e9eebe7e9989410e84e7e006bbde062e469f9d7
parent32edde39e5b0e4fa15eda28b7b69c1f713b27850 (diff)
parent69d7689f29fd5a680884ff688d366ce7080d52a9 (diff)
Merge "Merge branch '2.4'"HEADmaster
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-rw-r--r--tests/auto/studio3d/q3dssurfaceviewer/tst_q3dssurfaceviewer.cpp41
-rw-r--r--tests/auto/viewer/tst_qt3dsviewer.cpp55
-rw-r--r--tests/scenes/simple_cube_animation/simple_cube_animation.uia1
2190 files changed, 362 insertions, 315076 deletions
diff --git a/.gitmodules b/.gitmodules
index 6040d0a9..3d43dde3 100644
--- a/.gitmodules
+++ b/.gitmodules
@@ -1,12 +1,12 @@
[submodule "src/3rdparty/ColladaDOM"]
path = src/3rdparty/ColladaDOM
url = ../qt3dstudio-collada-dom.git
-[submodule "src/Runtime/ogl-runtime/src/3rdparty/EASTL"]
- path = src/Runtime/ogl-runtime/src/3rdparty/EASTL
- url = ../qt3dstudio-eastl.git
[submodule "src/3rdparty/pcre"]
path = src/3rdparty/pcre
url = ../qt3dstudio-pcre.git
[submodule "src/Runtime/qt3d-runtime"]
path = src/Runtime/qt3d-runtime
url = ../qt3d-runtime.git
+[submodule "src/Runtime/ogl-runtime"]
+ path = src/Runtime/ogl-runtime
+ url = ../ogl-runtime
diff --git a/Studio/Content/Behavior Library/CameraLookAt.qml b/Studio/Content/Behavior Library/CameraLookAt.qml
deleted file mode 100644
index a4d0c9d0..00000000
--- a/Studio/Content/Behavior Library/CameraLookAt.qml
+++ /dev/null
@@ -1,116 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:BSD$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** BSD License Usage
-** Alternatively, you may use this file under the terms of the BSD license
-** as follows:
-**
-** "Redistribution and use in source and binary forms, with or without
-** modification, are permitted provided that the following conditions are
-** met:
-** * Redistributions of source code must retain the above copyright
-** notice, this list of conditions and the following disclaimer.
-** * Redistributions in binary form must reproduce the above copyright
-** notice, this list of conditions and the following disclaimer in
-** the documentation and/or other materials provided with the
-** distribution.
-** * Neither the name of The Qt Company Ltd nor the names of its
-** contributors may be used to endorse or promote products derived
-** from this software without specific prior written permission.
-**
-**
-** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-/*[[
- <Property name="cameraTarget" formalName="Camera Target" type="ObjectRef" default="Scene.Layer.Camera" description="Object in scene the camera should look at" />
- <Property name="startImmediately" formalName="Start Immediately?" type="Boolean" default="True" publishLevel="Advanced" description="Start immediately, or wait for\nthe Enable action to be called?" />
-
- <Handler name="start" formalName="Start" category="CameraLookAt" description="Begin looking the target" />
- <Handler name="stop" formalName="Stop" category="CameraLookAt" description="Stop looking the target" />
-]]*/
-
-import QtStudio3D.Behavior 1.0
-
-Behavior {
- //External:
- property string cameraTarget
- property bool startImmediately
- //Internal:
- property bool running: false
- property var updateFunction
-
- function start() {
- running = true;
- }
-
- function stop() {
- running = false;
- }
-
- onInitialize: {
- if (startImmediately)
- start();
- }
-
- onUpdate: {
- if (!running)
- return;
- var targetTransform = calculateGlobalTransform(cameraTarget);
- var targetSpot = targetTransform.row(3).toVector3d();
- var cameraTransform = calculateGlobalTransform();
- var cameraSpot = cameraTransform.row(3).toVector3d();
-
- var matrix = calculateGlobalTransform("parent").inverted();
- matrix.m41 = 0;
- matrix.m42 = 0;
- matrix.m43 = 0;
-
- var rotateRay = targetSpot
- .minus(cameraSpot)
- .times(matrix);
-
- var rotation = lookAt(rotateRay);
- setAttributeVector("rotation", rotation);
- }
-
- function getAttributeVector(name) {
- var vec = Qt.vector3d(0, 0, 0);
- getAttribute(name + ".x", vec.x);
- getAttribute(name + ".y", vec.y);
- getAttribute(name + ".z", vec.z);
- return vec;
- }
-
- function setAttributeVector(name, vec) {
- setAttribute(name + ".x", vec.x);
- setAttribute(name + ".y", vec.y);
- setAttribute(name + ".z", vec.z);
- }
-}
diff --git a/Studio/Content/Effect Library/AdditiveColorGradient.effect b/Studio/Content/Effect Library/AdditiveColorGradient.effect
deleted file mode 100644
index 71319635..00000000
--- a/Studio/Content/Effect Library/AdditiveColorGradient.effect
+++ /dev/null
@@ -1,32 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property formalName="Top Color" name="top_color" type="Color" default="0.65 0.35 0.15" description="Top color of the gradient."/>
- <Property formalName="Bottom Color" name="bottom_color" type="Color" default="0.05 0.35 0.75" description="Bottom color of the gradient."/>
- </MetaData>
- <Shaders>
- <Shared></Shared>
- <VertexShaderShared></VertexShaderShared>
- <FragmentShaderShared></FragmentShaderShared>
- <Shader name="main">
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-
-void frag()
-{
- vec4 origColor = texture2D_0(TexCoord);
- vec2 uv = TexCoord.xy;
-
- vec4 gradient = vec4(mix(vec4(bottom_color.rgb, 1.0), vec4(top_color.rgb, 1.0), uv.y));
-
- gl_FragColor = origColor + gradient;
-}
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-
diff --git a/Studio/Content/Effect Library/BaseEffect.effect b/Studio/Content/Effect Library/BaseEffect.effect
deleted file mode 100644
index f0f53402..00000000
--- a/Studio/Content/Effect Library/BaseEffect.effect
+++ /dev/null
@@ -1,30 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- </MetaData>
- <Shaders>
- <Shared></Shared>
- <VertexShaderShared></VertexShaderShared>
- <FragmentShaderShared></FragmentShaderShared>
- <Shader name="main">
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-
-void frag()
-{
- // save original fragments to a variable
- vec4 original = texture2D_0(TexCoord);
-
- //output the unmodified original fragments;
- gl_FragColor = original;
-}
-
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-
diff --git a/Studio/Content/Effect Library/Bloom.effect b/Studio/Content/Effect Library/Bloom.effect
deleted file mode 100644
index 97f9c12a..00000000
--- a/Studio/Content/Effect Library/Bloom.effect
+++ /dev/null
@@ -1,200 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="Threshold" formalName="Threshold of the luminocity pass" description="Objects brighter than this will\nbe part of the filter" min=".1" max=".98" default=".8" />
- <Property name="PoissonRotation" hidden="True" default="0"/>
- <Property name="PoissonDistance" hidden="True" default="4"/>
- <Property name="Downsample2" filter="linear" clamp="clamp" type="Texture" />
- <Property name="Downsample4" filter="linear" clamp="clamp" type="Texture" />
- <Property name="Downsample8" filter="linear" clamp="clamp" type="Texture" />
- <Property name="Downsample16" filter="linear" clamp="clamp" type="Texture" />
- <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/>
- </MetaData>
- <Shaders>
- <Shared>
-#include "blur.glsllib"
-varying float range;
- </Shared>
- <Shader name="CLEARPASS">
- <VertexShader>
-// Range of possible values that we care about.
-void vert ()
-{
-
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
-{
- gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
-}
- </FragmentShader>
- </Shader>
- <Shader name="STENCILPASS">
- <VertexShader>
-// Range of possible values that we care about.
-void vert ()
-{
-
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
-{
- gl_FragColor = texture2D_0(TexCoord);
-}
- </FragmentShader>
- </Shader>
- <Shader name="LUMINOSITY">
- <VertexShader>
-// No op
-void vert ()
-{
-
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
-{
- vec4 color = texture2D_0(TexCoord);
- float luminosity = dot(color.rgb, vec3(0.299, 0.587, 0.114));
- float decay = min( 1.0, max( 0.0, (luminosity - Threshold) / range ) );
- decay = decay * decay;
- gl_FragColor = vec4( color.rgb * decay, color.a );
-}
- </FragmentShader>
- </Shader>
- <Shader name="BLUR">
- <VertexShader>
-
-vec2 ToRotatedPoissonTexCoord( vec3 poisson, vec2 inputTex, vec2 inc, mat2 rotation )
-{
- vec2 rotatedPoisson = rotation * vec2( poisson.xy );
- return vec2( inputTex.x + rotatedPoisson.x * inc.x, inputTex.y + rotatedPoisson.y * inc.y );
-}
-
-void SetupPoissonBlurCoordsRotation(float inBlurAmount, vec2 inTexInfo, float inRotationRadians )
-{
- float incX = inBlurAmount / inTexInfo.x;
- float incY = inBlurAmount / inTexInfo.y;
- float rotCos = cos( inRotationRadians );
- float rotSin = sin( inRotationRadians );
- mat2 rotMatrix = mat2( rotCos, rotSin, -rotSin, rotCos );
- vec2 incVec = vec2( incX, incY );
-
- TexCoord0 = ToRotatedPoissonTexCoord( poisson0, TexCoord, incVec, rotMatrix );
- TexCoord1 = ToRotatedPoissonTexCoord( poisson1, TexCoord, incVec, rotMatrix );
- TexCoord2 = ToRotatedPoissonTexCoord( poisson2, TexCoord, incVec, rotMatrix );
- TexCoord3 = ToRotatedPoissonTexCoord( poisson3, TexCoord, incVec, rotMatrix );
- TexCoord4 = ToRotatedPoissonTexCoord( poisson4, TexCoord, incVec, rotMatrix );
- TexCoord5 = ToRotatedPoissonTexCoord( poisson5, TexCoord, incVec, rotMatrix );
- TexCoord6 = ToRotatedPoissonTexCoord( poisson6, TexCoord, incVec, rotMatrix );
- TexCoord7 = ToRotatedPoissonTexCoord( poisson7, TexCoord, incVec, rotMatrix );
-}
-
-void vert ()
-{
- SetupPoissonBlurCoordsRotation( PoissonDistance, Texture0Info.xy, PoissonRotation);
-}
- </VertexShader>
- <FragmentShader>
-vec4 PoissonBlur(sampler2D inSampler )
-{
- float mult0 = (1.0 - poisson0.z);
- float mult1 = (1.0 - poisson1.z);
- float mult2 = (1.0 - poisson2.z);
- float mult3 = (1.0 - poisson3.z);
- float mult4 = (1.0 - poisson4.z);
- float mult5 = (1.0 - poisson5.z);
- float mult6 = (1.0 - poisson6.z);
- float mult7 = (1.0 - poisson7.z);
-
- float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6 + mult7;
- float multMultiplier = ( multTotal > 0.0 ? 1.0 / multTotal : 0.0 );
-
- vec4 outColor = GetTextureValue( inSampler, TexCoord0, 1.0 ) * (mult0 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord1, 1.0 ) * (mult1 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord2, 1.0 ) * (mult2 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord3, 1.0 ) * (mult3 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord4, 1.0 ) * (mult4 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord5, 1.0 ) * (mult5 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord6, 1.0 ) * (mult6 * multMultiplier);
- outColor += GetTextureValue( inSampler, TexCoord7, 1.0 ) * (mult7 * multMultiplier);
- return outColor;
-}
-
-void frag()
-{
- //Passing in 1.0 means the value will not get alpha-multiplied again
- gl_FragColor = PoissonBlur( Texture0 );
-}
- </FragmentShader>
- </Shader>
- <Shader name="COMBINER">
- <FragmentShader>
-
-void frag()
-{
- vec4 sourceColor = texture2D_0(TexCoord);
-
-
- vec3 summation = texture2D_Downsample2(TexCoord).xyz
- + texture2D_Downsample4(TexCoord).xyz
- + texture2D_Downsample8(TexCoord).xyz
- + texture2D_Downsample16(TexCoord).xyz;
- gl_FragColor = vec4( clamp( sourceColor.x + summation.x, 0.0, sourceColor.a )
- , clamp( sourceColor.y + summation.y, 0.0, sourceColor.a )
- , clamp( sourceColor.z + summation.z, 0.0, sourceColor.a )
- , sourceColor.a );
-
- /*
-
- gl_FragColor = vec4( texture2D_Downsample2(TexCoord).xyz
- , sourceColor.a );
- */
-}
- </FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Buffer name="luminosity_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" lifetime="frame"/>
- <Buffer name="luminosity_buffer2" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
- <Buffer name="downsample_buffer2" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
- <Buffer name="downsample_buffer4" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".25" lifetime="frame"/>
- <Buffer name="downsample_buffer8" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".125" lifetime="frame"/>
- <Buffer name="downsample_buffer16" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".0625" lifetime="frame"/>
- <Pass shader="CLEARPASS" input="[source]" output="luminosity_buffer">
- <RenderState name="Stencil" value="false"/>
- </Pass>
- <Pass shader="STENCILPASS" input="[source]" output="luminosity_buffer">
- <RenderState name="Stencil" value="true"/>
- </Pass>
- <Pass shader="LUMINOSITY" input="luminosity_buffer" output="luminosity_buffer2">
- <RenderState name="Stencil" value="false"/>
- </Pass>
- <Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer2">
- <SetParam name="PoissonDistance" value="4"/>
- <SetParam name="PoissonRotation" value="0"/>
- </Pass>
- <Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer4">
- <SetParam name="PoissonDistance" value="4"/>
- <SetParam name="PoissonRotation" value="0.62831"/>
- </Pass>
- <Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer8">
- <SetParam name="PoissonDistance" value="6"/>
- <SetParam name="PoissonRotation" value="1.25663"/>
- </Pass>
- <Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer16">
- <SetParam name="PoissonDistance" value="10"/>
- <SetParam name="PoissonRotation" value="1.88495"/>
- </Pass>
- <Pass shader="COMBINER" input="[source]">
- <BufferInput param="Downsample2" value="downsample_buffer2"/>
- <BufferInput param="Downsample4" value="downsample_buffer4"/>
- <BufferInput param="Downsample8" value="downsample_buffer8"/>
- <BufferInput param="Downsample16" value="downsample_buffer16"/>
- <RenderState name="Stencil" value="false"/>
- </Pass>
- </Passes>
-</Effect>
-
diff --git a/Studio/Content/Effect Library/Blur.effect b/Studio/Content/Effect Library/Blur.effect
deleted file mode 100644
index 2b9b988f..00000000
--- a/Studio/Content/Effect Library/Blur.effect
+++ /dev/null
@@ -1,47 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="amount" formalName="Blur Amount" min="0" max="0.10" default="0.01" description="Amount of Blur"/>
- </MetaData>
- <Shaders>
- <Shared></Shared>
- <VertexShaderShared></VertexShaderShared>
- <FragmentShaderShared></FragmentShaderShared>
- <Shader name="main">
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-void frag()
-{
-
- vec4 c1 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y - amount));
- vec4 c2 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y - amount));
- vec4 c3 = texture2D_0(vec2(TexCoord.x - amount, TexCoord.y + amount));
- vec4 c4 = texture2D_0(vec2(TexCoord.x + amount, TexCoord.y + amount));
-
- vec4 f1 = vec4(mix(c1, c2, 0.5));
- vec4 f2 = vec4(mix(c3, c4, 0.5));
-
- vec4 c5 = texture2D_0(vec2(TexCoord.x - (amount * 2.0), TexCoord.y));
- vec4 c6 = texture2D_0(vec2(TexCoord.x, TexCoord.y - (amount * 2.0)));
- vec4 c7 = texture2D_0(vec2(TexCoord.x, TexCoord.y + (amount * 2.0)));
- vec4 c8 = texture2D_0(vec2(TexCoord.x + (amount * 2.0), TexCoord.y));
-
- vec4 f3 = vec4(mix(c5, c6, 0.5));
- vec4 f4 = vec4(mix(c7, c8, 0.5));
-
- vec4 r1 = vec4(mix(f1, f2, 0.5));
- vec4 r2 = vec4(mix(f3, f4, 0.5));
-
- gl_FragColor = vec4(mix(r1, r2, 0.5));
-
-
-}
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-
diff --git a/Studio/Content/Effect Library/Brush Strokes.effect b/Studio/Content/Effect Library/Brush Strokes.effect
deleted file mode 100644
index e6e0e1ec..00000000
--- a/Studio/Content/Effect Library/Brush Strokes.effect
+++ /dev/null
@@ -1,38 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Simulates an artistic painting of the image-->
- <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" type="Texture" default="./maps/effects/brushnoise.png" description="Texture to be used for the brush texture"/>
- <Property name="brushAngle" formalName="Brush Angle" default="45" description="Amount to rotate the noise texture."/>
- <Property name="brushLen" formalName="Stroke Length" min="0" max="3" default="1" description="How far to offset the image/'brush'."/>
- <Property name="brushSize" formalName="Stroke Size" min="10" max="200" default="100" description="Scale the brush.\nSmaller values yield larger sizes."/>
- </MetaData>
- <Shaders>
- <Shader>
- <FragmentShader>
-void frag (void)
-{
- if ( flagNoiseSamp != 0 ) {
- float alpha = radians(brushAngle);
- float cosAlpha = cos(alpha);
- float sinAlpha = sin(alpha);
- mat2 rotMat = mat2(cosAlpha, sinAlpha, -sinAlpha, cosAlpha);
-
- vec2 uv0 = TexCoord / brushSize * 1000.0;
- uv0 = (uv0.yx * rotMat).yx;
-
- vec2 uv1 = texture2D_NoiseSamp(fract(uv0)).xy - 0.5;
- uv1*= vec2(1.0, 0.01);
- uv1*= rotMat;
- vec2 uv2 = TexCoord + uv1 * 0.1 * brushLen;
-
- vec2 halfPixelSize = 0.5 / Texture0Info.xy;
- colorOutput(texture2D_0(clamp(uv2, halfPixelSize, 1.0-halfPixelSize)));
- }
- else
- colorOutput(texture2D_0(TexCoord));
-}
- </FragmentShader>
- </Shader>
- </Shaders>
-</Effect>
diff --git a/Studio/Content/Effect Library/ChromaticAberration.effect b/Studio/Content/Effect Library/ChromaticAberration.effect
deleted file mode 100644
index 6b553e74..00000000
--- a/Studio/Content/Effect Library/ChromaticAberration.effect
+++ /dev/null
@@ -1,56 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="Dispersion" formalName="Aberration Amount" description="Amount of Chromatic Aberration" default="0"/>
- <Property name="FocusDepth" formalName="Focus Depth" description="Dispersion will scale in relation\nto distance from this depth" default="0"/>
- <Property name="MaskSampler" formalName="Effect Mask" description="Grayscale texture to control where and how\nstrong on screen the aberration effect occurs" type="Texture" filter="linear" clamp="clamp" default="./maps/effects/white.png" />
- <Property name="DepthDebug" formalName="Debug Dispersion Amount" type="Boolean" description="Allows you to see effect of controls.\nBlack objects will disperse less and\nwhite will disperse more" default="False"/>
- <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/>
- </MetaData>
- <Shaders>
- <Shader Name="DISPERSE">
- <FragmentShader>
-#include "depthpass.glsllib"
-
-uniform vec2 CameraClipRange;
-
-void frag()
-{
- vec4 depthSample = texture(DepthSampler, TexCoord);
- float depthVal = getDepthValue( depthSample, CameraClipRange );
- float rawDepth = depthValueToLinearDistance( depthVal, CameraClipRange );
-
- float depthScale = abs(CameraClipRange.y - CameraClipRange.x);
- float depthDisp = abs(rawDepth - FocusDepth) / depthScale;
- float finalDisperse = Dispersion * depthDisp;
- float effectAmt = texture(MaskSampler, TexCoord).x;
-
- if ( DepthDebug )
- {
- gl_FragColor.rgb = vec3( depthDisp * effectAmt );
- return;
- }
-
- gl_FragColor = texture(SourceSampler, TexCoord);
-
- ivec2 texSize = textureSize( SourceSampler, 0 );
- vec2 dispDir = normalize( TexCoord.xy - vec2(0.5) );
- dispDir /= 2.0 * vec2( texSize );
- vec3 mixColor;
- mixColor = gl_FragColor.rgb;
- mixColor.r = texture(SourceSampler, TexCoord+dispDir*finalDisperse).r;
- mixColor.b = texture(SourceSampler, TexCoord-dispDir*finalDisperse).b;
-
- gl_FragColor.rgb = mix( gl_FragColor.rgb, mixColor, effectAmt );
-}
- </FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="DISPERSE">
- <BufferInput value="[source]" param="SourceSampler" />
- <DepthInput param="DepthSampler"/>
- </Pass>
- </Passes>
-</Effect>
diff --git a/Studio/Content/Effect Library/ColorMaster.effect b/Studio/Content/Effect Library/ColorMaster.effect
deleted file mode 100644
index 20e5b4db..00000000
--- a/Studio/Content/Effect Library/ColorMaster.effect
+++ /dev/null
@@ -1,38 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="red" formalName="Red Amount" min="0" max="2.0" default="1.0" description="Amount of Red"/>
- <Property name="green" formalName="Green Amount" min="0" max="2.0" default="1.0" description="Amount of Green"/>
- <Property name="blue" formalName="Blue Amount" min="0" max="2.0" default="1.0" description="Amount of Blue"/>
- <Property name="strength_gray" formalName="Saturation" min="-1" max="1" default="0.0" description="Strength of Color"/>
- </MetaData>
- <Shaders>
- <Shared></Shared>
- <VertexShaderShared></VertexShaderShared>
- <FragmentShaderShared></FragmentShaderShared>
- <Shader name="main">
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-
-vec4 desaturate(vec3 color, float strength)
-{
- vec3 lum = vec3(0.299, 0.587, 0.114);
- // lum values based on: ITU-R BT.601
- vec3 gray = vec3(dot(lum, color));
- return vec4(mix(color, gray, -strength), 1.0);
-}
-void frag()
-{
- vec4 sourceColor = texture2D_0(TexCoord);
- vec4 basecolor = vec4(sourceColor.r*red,sourceColor.g*green,sourceColor.b*blue,sourceColor.a);
- gl_FragColor = desaturate(basecolor.rgb,strength_gray);
-}
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-
diff --git a/Studio/Content/Effect Library/Corona.effect b/Studio/Content/Effect Library/Corona.effect
deleted file mode 100644
index fb508120..00000000
--- a/Studio/Content/Effect Library/Corona.effect
+++ /dev/null
@@ -1,97 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Creates a corona around a sprite.-->
- <Property name="HBlurBias" formalName="Horizontal Blur" min="0" max="10" default="2" description="Amount of corona horizontally."/>
- <Property name="VBlurBias" formalName="Vertical Blur" min="0" max="10" default="2" description="Amount of corona vertically."/>
- <Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow\n0.5=fade quickly\n1.0=persistent trails"/>
- <Property name="GlowSampler" filter="nearest" clamp="clamp" type="Texture" />
- <Property name="GlowCol" formalName="Glow Color" type="Color" default="1 0.6 0.0" description="The color to use for the glow."/>
- <Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" default="./maps/effects/noise.png" type="Texture" description="Texture to be used for the noise texture"/>
- <Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona.\nThe higher the value, the denser\nand smaller the noise;\nthe lower the value, the bigger the\nnoise scale."/>
- <Property name="NoiseBright" formalName="Noise Brightness" min="0" max="5" default="4" description="Brightness of the noise."/>
- <Property name="NoiseRatio" formalName="Noise Amount" min="0" max="1" default=".15" description="Magnitude of the noise."/>
- <Property name="CrawlLen" formalName="Crawl Length" min="0" max="1" default=".3" description="Length of the corona trail in animation."/>
- <Property name="CrawlAngle" formalName="Crawl Angle" default="0" description="Angle of the corona trail in animation."/>
- <Property name="Sprite" filter="nearest" clamp="clamp" type="Texture" />
- </MetaData>
- <Shaders>
- <Shared>
-#include "blur.glsllib"
-uniform float AppFrame; // frame number since app starts
-uniform float FPS;
- </Shared>
- <Shader name="CORONA_HBLUR">
- <Shared>
-varying vec2 crawl; // corona crawl direction and magnitude
- </Shared>
- <VertexShader>
-void vert ()
-{
- SetupHorizontalGaussianBlur(Texture0Info.x, HBlurBias, TexCoord);
- // compute crawl
- float alpha = radians(CrawlAngle + 180.0);
- crawl = vec2(CrawlLen * sin(alpha), CrawlLen * cos(alpha));
-}
- </VertexShader>
- <FragmentShader>
-void frag()
-{
- //Passing in 1.0 means the value will not get alpha-multiplied again
- float OutCol = GaussianAlphaBlur( GlowSampler, 1.0 );
- OutCol *= Trailfade; // fade away glow color
- OutCol += texture2D_0( TexCoord ).a; // add glow color in the original tex area
-
- vec2 nuv = NoiseScale * TexCoord3 + AppFrame / FPS * crawl;
- vec4 noise = texture2D_NoiseSamp(fract(nuv));
- float ns = (1.0 - NoiseRatio) + NoiseRatio * NoiseBright * noise.x;
- OutCol *= ns;
- gl_FragColor = vec4( OutCol );
-}
- </FragmentShader>
- </Shader>
- <Shader name="CORONA_VBLUR">
- <VertexShader>
-void vert ()
-{
- SetupVerticalGaussianBlur( Texture0Info.y, VBlurBias, TexCoord );
-}
- </VertexShader>
- <FragmentShader>
-void frag() // PS_Blur_Vertical_9tap
-{
- float OutCol = GaussianAlphaBlur( Texture0, Texture0Info.z );
- gl_FragColor = OutCol * vec4(GlowCol.rgb, 1.0);
-}
- </FragmentShader>
- </Shader>
- <Shader name="CORONA_BLEND">
- <VertexShader>
-void vert()
-{
-}
- </VertexShader>
- <FragmentShader>
-void frag ()
-{
- vec4 src = texture2D_0( TexCoord );
- vec4 dst = texture2D_Sprite(TexCoord);
- colorOutput( src * (1.0 - dst.a) + dst );
-}
- </FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Buffer name="glow_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="scene"/>
- <Buffer name="temp_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="frame"/>
-
- <Pass shader="CORONA_HBLUR" input="[source]" output="temp_buffer">
- <BufferInput param="GlowSampler" value="glow_buffer"/>
- </Pass>
- <Pass shader="CORONA_VBLUR" input="temp_buffer" output="glow_buffer"/>
-
- <Pass shader="CORONA_BLEND" input="glow_buffer">
- <BufferInput param="Sprite" value="[source]"/>
- </Pass>
- </Passes>
-</Effect>
diff --git a/Studio/Content/Effect Library/Depth Of Field Bokeh.effect b/Studio/Content/Effect Library/Depth Of Field Bokeh.effect
deleted file mode 100644
index c7152583..00000000
--- a/Studio/Content/Effect Library/Depth Of Field Bokeh.effect
+++ /dev/null
@@ -1,302 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- &quot;In Focus Width&quot;\nfrom the camera will be in focus" default="600"/>
- <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus\nDistance will be in focus" default="20"/>
- <Property name="MaxBokehRadius" formalName="Max Bokeh Radius" description="Maximum radius of a Bokeh sprite" default="15"/>
- <Property name="MaxCoCRadius" formalName="Max CoC Radius" description="Maximum radius of a CoC" default="15"/>
- <Property name="MinBokehThreshold" formalName="Min Bokeh Threshold" description="Minimum luminance difference for\nBokeh detection" default="1.0"/>
- <Property name="MaxBokehThreshold" formalName="Max Bokeh Threshold" description="Maximum luminance difference for\nBokeh detection" default="1000.0"/>
- <Property name="MinCoCThreshold" formalName="Min CoC Threshold" description="Minimum CoC radius for Bokeh detection" default="3.0"/>
- <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are\nin focus, white are blurred" default="False"/>
- <Property name="BokehShapeSampler" formalName="Bokeh shape" filter="linear" clamp="repeat" default="./maps/effects/HexagonalBokeh.png" type="Texture" description="Texture to be used for the bokeh shape"/>
- <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/>
- <Property name="BokehDetectSampler" type="Image2D" format="rgba32f" binding="1"/>
- <Property name="BokehColorSampler" type="Image2D" format="rgba32f" binding="2"/>
- <Property name="BokehSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="BokehPositionSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="BokehBufferSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="MergedBufferSampler" type="Texture" filter="linear" clamp="clamp"/>
- <Property name="BokehCounter" type="Buffer" format="uvec4" usage="storage" binding="1" align="std140"/>
-
- </MetaData>
- <Shaders>
- <Shared>
-#include "blur.glsllib"
-const float BlurAmount = 4.0;
- </Shared>
- <Shader name="CLEAR">
- <VertexShader>
-void vert()
-{
-
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Simple averaging box blur.
-{
- gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
-}
- </FragmentShader>
- </Shader>
- <Shader name="BOKEH_DETECT">
- <VertexShader>
-
-void vert()
-{
-
-}
-
- </VertexShader>
- <FragmentShader>
-
-void frag() // Mix the input blur and the depth texture with the sprite
-{
- vec4 sourceColor = textureLod(Texture0, TexCoord, 0.0);
-
- float depthTap = getDepthValue( texture2D(DepthSampler, TexCoord), CameraClipRange );
- float linearDepth = depthValueToLinearDistance( depthTap, CameraClipRange );
- float FocusStart = FocusDistance - FocusWidth;
- float FocusEnd = FocusDistance + FocusWidth;
- float blur = clamp( abs(linearDepth - FocusDistance) / (FocusEnd-FocusStart), 0.00, 1.0);
- //float blur = GetDepthMultiplier( TexCoord, DepthSampler, FocusDistance, FocusWidth, FocusWidth );
- gl_FragColor = vec4( linearDepth, blur, 0.0, 1.0);
-
- // use a 3x3 filter to compute luminance difference
- vec3 avgColor = vec3(0);
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(1, 0)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(0, 1)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(-1, 0)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(0, -1)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(1, 1)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(1, -1)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(-1, -1)).xyz;
- avgColor += textureLodOffset(Texture0, TexCoord, 0.0, ivec2(-1, 1)).xyz;
- avgColor /= 8.0;
-
- float currentLum = dot(vec3(0.2126, 0.7152, 0.0722), sourceColor.xyz);
- float averageLum = dot(vec3(0.2126, 0.7152, 0.0722), avgColor);
- //float currentLum = dot(vec3(1.0), sourceColor.xyz);
- //float averageLum = dot(vec3(1.0), avgColor);
- float lumDiff = max(currentLum - averageLum, 0.0);
-
- float cocSize = blur * MaxCoCRadius;
-
- if( lumDiff > MinBokehThreshold &amp;&amp; lumDiff &lt; MaxBokehThreshold &amp;&amp; cocSize > MinCoCThreshold )
- {
- ivec2 sourceSize, storeCoord;
- sourceSize = ivec2(textureSize(Texture0, 0).xy);
-
- uint add = uint(1);
- int current = int(atomicAdd( BokehCounter_data[0].y, add));
-
- storeCoord.y = int(floor(float(current/sourceSize.x)));
- storeCoord.x = current - storeCoord.y*sourceSize.x;
-
- imageStore(BokehDetectSampler, ivec2(storeCoord.xy), vec4(TexCoord.x * float(sourceSize.x), TexCoord.y * float(sourceSize.y), linearDepth, blur));
-
- vec3 bokehColor = sourceColor.xyz / (cocSize);
- imageStore(BokehColorSampler, ivec2(storeCoord.xy), vec4(bokehColor, 1.0));
- }
-}
- </FragmentShader>
- </Shader>
- <Shader name="BOKEH_RENDER">
- <VertexShader>
-out vec4 varColor;
-out float varRadius;
-out float varDepth;
-
-void vert()
-{
- ivec2 bufSize, coord;
- bufSize = textureSize(BokehPositionSampler,0).xy;
- coord.y = int(floor(float(gl_InstanceID / bufSize.x)));
- coord.x = gl_InstanceID - coord.y * bufSize.x;
-
- varColor = texelFetch(BokehSampler, coord, 0);
- vec4 pos = texelFetch(BokehPositionSampler, coord, 0);
-
- varRadius = pos.w * MaxBokehRadius;
- varDepth = pos.z;
-
- // convert to NDC -1, 1 range
- //pos.xy /= DestSize;
- //pos.xy = pos.xy * 2.0 - 1.0;
-
- vec4 pos1 = vec4( (attr_pos.xy + pos.xy) / DestSize.xy , 0.0, 1.0 );
- gl_Position = pos1;
-}
-
- </VertexShader>
- <GeometryShader>
-#include "viewProperties.glsllib"
-
-in float varRadius[];
-in float varDepth[];
-in vec4 varColor[];
-out vec4 geColor;
-out float geDepth;
-out vec2 geUVPos;
-
-layout (points) in;
-layout (triangle_strip, max_vertices = 4) out;
-
-void main()
-{
- gl_Layer = 0;
- geColor = varColor[0];
- geDepth = varDepth[0];
- vec2 rcpSize = 1.0 / DestSize;
-
- //emit triangle at pos.
- vec2 offsetx = vec2(rcpSize.x * varRadius[0], 0.0);
- vec2 offsety = vec2(0.0, rcpSize.y * varRadius[0]);
- vec2 offsets = vec2(-1.0, -1.0); // Screen offset
-
- // Expand point into a quad
- gl_Position = vec4(offsets + 2.0*(gl_in[0].gl_Position.xy - offsetx - offsety),0.0 ,1.0);
- geUVPos = vec2(0,0);
- EmitVertex();
- gl_Position = vec4(offsets + 2.0*(gl_in[0].gl_Position.xy + offsetx - offsety),0.0 ,1.0);
- geUVPos = vec2(1,0);
- EmitVertex();
- gl_Position = vec4(offsets + 2.0*(gl_in[0].gl_Position.xy - offsetx + offsety),0.0 ,1.0);
- geUVPos = vec2(0,1);
- EmitVertex();
- gl_Position = vec4(offsets + 2.0*(gl_in[0].gl_Position.xy + offsetx + offsety),0.0 ,1.0);
- geUVPos = vec2(1,1);
- EmitVertex();
-
- EndPrimitive();
-}
- </GeometryShader>
- <FragmentShader>
-in vec4 geColor;
-in vec2 geUVPos;
-in float geDepth;
-
-void frag()
-{
- float alpha = textureLod(BokehShapeSampler, geUVPos, 0.0 ).r;
- vec2 bd = textureLod(Texture0, gl_FragCoord.xy/vec2(textureSize(Texture0, 0)), 0.0 ).xy;
- float blur = bd.x;
- float depth = bd.y;
-
- float weight = clamp(depth - geDepth + 1.0, 0.0, 1.0);
- weight = clamp( weight + blur, 0.0, 1.0);
-
- gl_FragColor = vec4( geColor.xyz * alpha * weight, alpha * weight);
-}
- </FragmentShader>
- </Shader>
-
-<Shader name="MERGE">
- <VertexShader>
-
-void vert()
-{
- // reset bokeh counter
- BokehCounter_data[0].y = uint(0);
-}
- </VertexShader>
- <FragmentShader>
-
-void frag() // Mix the input blur and the depth texture with the sprite
-{
- vec4 sourceCol = texture2D( SourceSampler, TexCoord );
-
- ivec2 storeCoord;
- ivec2 sourceSize = textureSize(BokehBufferSampler, 0).xy;
- storeCoord = ivec2(float(sourceSize.x) * TexCoord.x, float(sourceSize.y) * TexCoord.y);
- vec4 bokehCol = texelFetch( BokehBufferSampler, storeCoord, 0 );
- gl_FragColor = vec4( bokehCol.xyz + sourceCol.xyz, sourceCol.a );
-}
- </FragmentShader>
- </Shader>
-<Shader name="DOWNSAMPLE">
- <VertexShader>
-void vert()
-{
- SetupBoxBlurCoords(vec2(Texture0Info.xy));
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Simple averaging box blur.
-{
- gl_FragColor = BoxDepthBlur(DepthSampler, Texture0, Texture0Info.z, FocusDistance, FocusWidth, FocusWidth);
-}
- </FragmentShader>
- </Shader>
-<Shader name="BLUR">
- <VertexShader>
-
-void vert()
-{
- SetupPoissonBlurCoords( BlurAmount, DestSize.xy );
-}
-
- </VertexShader>
- <FragmentShader>
-
-void frag() // Mix the input blur and the depth texture with the sprite
-{
- float centerMultiplier = GetDepthMultiplier( TexCoord, DepthSampler, FocusDistance, FocusWidth, FocusWidth );
- if ( DepthDebug )
- {
- gl_FragColor = vec4( centerMultiplier,centerMultiplier,centerMultiplier, 1.0 );
- }
- else
- {
- vec4 blurColor = PoissonDepthBlur(Texture0, Texture0Info.z, DepthSampler, FocusDistance, FocusWidth, FocusWidth );
- gl_FragColor = mix( texture2D(MergedBufferSampler,TexCoord), blurColor, centerMultiplier );
- }
-}
- </FragmentShader>
- </Shader>
- </Shaders>
-
- <Passes>
- <Buffer name="depthblur_buffer" type="fp16" format="rg" filter="nearest" wrap="clamp" size="1.0" lifetime="frame"/>
- <Buffer name="bokeh_buffer" type="ubyte" format="rgba" filter="nearest" wrap="clamp" size="1.0" lifetime="scene"/>
- <Buffer name="merged_buffer" type="ubyte" format="source" filter="nearest" wrap="clamp" size="1.0" lifetime="frame"/>
- <Image name="bokeh_detect_image" type="fp16" format="rgba" filter="nearest" wrap="clamp" size="1.0" lifetime="scene" access="readwrite"/>
- <Image name="bokeh_color_image" type="fp16" format="rgba" filter="nearest" wrap="clamp" size="1.0" lifetime="scene" access="readwrite"/>
- <DataBuffer name="DrawIndirectBuffer" type="indirect" wrapName="BokehCounter" wrapType="storage" format="uint" size="4" lifetime="frame"/>
- <Buffer name="downsample_buffer" type="ubyte" format="source" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
-
- <Pass shader="CLEAR" input="[source]" output="bokeh_buffer">
- </Pass>
-
- <Pass shader="BOKEH_DETECT" input="[source]" output="depthblur_buffer">
- <DepthInput param="DepthSampler"/>
- <ImageInput value="bokeh_color_image" param="BokehColorSampler" usage="image"/>
- <ImageInput value="bokeh_detect_image" param="BokehDetectSampler" usage="image"/>
- <DataBufferInput param="BokehCounter" usage="storage"/>
- </Pass>
-
- <Pass shader="BOKEH_RENDER" input="depthblur_buffer" output="bokeh_buffer">
- <ImageInput value="bokeh_color_image" param="BokehSampler" usage="texture" sync="true"/>
- <ImageInput value="bokeh_detect_image" param="BokehPositionSampler" usage="texture" sync="true"/>
- <DataBufferInput param="DrawIndirectBuffer" usage="indirect"/>
- <Blending source="SrcAlpha" dest="One"/>
- </Pass>
-
- <Pass shader="MERGE" input="bokeh_buffer" output="merged_buffer">
- <BufferInput value="[source]" param="SourceSampler" />
- <BufferInput value="bokeh_buffer" param="BokehBufferSampler" />
- <DataBufferInput param="BokehCounter" usage="storage"/>
- </Pass>
-
- <Pass shader="DOWNSAMPLE" input="merged_buffer" output="downsample_buffer">
- <DepthInput param="DepthSampler"/>
- </Pass>
-
- <Pass shader="BLUR" input="downsample_buffer" output="[dest]" format="source">
- <BufferInput value="merged_buffer" param="MergedBufferSampler" />
- <DepthInput param="DepthSampler"/>
- </Pass>
- </Passes>
-</Effect>
-
diff --git a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect b/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect
deleted file mode 100644
index 6649bf7f..00000000
--- a/Studio/Content/Effect Library/Depth Of Field HQ Blur.effect
+++ /dev/null
@@ -1,67 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="FocusDistance" formalName="Focus Distance" description="Objects exactly distance +- &quot;In Focus Width&quot;\nfrom the camera will be in focus" default="600"/>
- <Property name="FocusWidth" formalName="Depth of Field" description="Objects within this range of Focus\nDistance will be in focus" default="20"/>
- <Property name="DepthDebug" formalName="Debug Focus Rendering" type="Boolean" description="Allows you to see exactly how the Focus\nvariables work. Black objects are in\nfocus, white are blurred" default="False"/>
- <Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/>
- <Property name="SourceSampler" type="Texture" filter="linear" clamp="clamp"/>
- </MetaData>
- <Shaders>
- <Shared>
-#include "blur.glsllib"
-const float BlurAmount = 4.0;
- </Shared>
- <Shader name="DOWNSAMPLE">
- <VertexShader>
-void vert()
-{
- SetupBoxBlurCoords(vec2(Texture0Info.xy));
-}
- </VertexShader>
- <FragmentShader>
-void frag() // Simple averaging box blur.
-{
- gl_FragColor = BoxDepthBlur(DepthSampler, Texture0, Texture0Info.z, FocusDistance, FocusWidth, FocusWidth);
-}
- </FragmentShader>
- </Shader>
- <Shader name="BLUR">
- <VertexShader>
-
-void vert()
-{
- SetupPoissonBlurCoords( BlurAmount, DestSize.xy );
-}
-
- </VertexShader>
- <FragmentShader>
-
-void frag() // Mix the input blur and the depth texture with the sprite
-{
- float centerMultiplier = GetDepthMultiplier( TexCoord, DepthSampler, FocusDistance, FocusWidth, FocusWidth );
- if ( DepthDebug )
- {
- gl_FragColor = vec4( centerMultiplier,centerMultiplier,centerMultiplier, 1.0 );
- }
- else
- {
- vec4 blurColor = PoissonDepthBlur(Texture0, Texture0Info.z, DepthSampler, FocusDistance, FocusWidth, FocusWidth );
- gl_FragColor = mix( texture2D_SourceSampler(TexCoord), blurColor, centerMultiplier );
- }
-}
- </FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Buffer name="downsample_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
- <Pass shader="DOWNSAMPLE" input="[source]" output="downsample_buffer">
- <DepthInput param="DepthSampler"/>
- </Pass>
- <Pass shader="BLUR" input="downsample_buffer">
- <BufferInput value="[source]" param="SourceSampler" />
- <DepthInput param="DepthSampler"/>
- </Pass>
- </Passes>
-</Effect>
-
diff --git a/Studio/Content/Effect Library/Desaturate.effect b/Studio/Content/Effect Library/Desaturate.effect
deleted file mode 100644
index 02c31191..00000000
--- a/Studio/Content/Effect Library/Desaturate.effect
+++ /dev/null
@@ -1,35 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <Property name="strenght_gray" formalName="Effect Strenght" min="0" max="1" default="1.0" description="Strenght of the Grayscale"/>
- </MetaData>
- <Shaders>
- <Shared></Shared>
- <VertexShaderShared></VertexShaderShared>
- <FragmentShaderShared></FragmentShaderShared>
- <Shader name="main">
- <VertexShader></VertexShader>
- <FragmentShader><![CDATA[
-
-vec4 desaturate(vec3 color, float strenght)
-{
- vec3 lum = vec3(0.299, 0.587, 0.114);
- // lum values based on: ITU-R BT.601
- vec3 gray = vec3(dot(lum, color));
- return vec4(mix(color, gray, strenght), 1.0);
-}
-void frag()
-{
- vec4 origColor = texture2D_0(TexCoord);
-
- gl_FragColor = desaturate(origColor.rgb,strenght_gray);
-}
- ]]></FragmentShader>
- </Shader>
- </Shaders>
- <Passes>
- <Pass shader="main" input="[source]" output="[dest]"/>
- </Passes>
-</Effect>
-
-
diff --git a/Studio/Content/Effect Library/Distortion Ripple.effect b/Studio/Content/Effect Library/Distortion Ripple.effect
deleted file mode 100644
index 0929be16..00000000
--- a/Studio/Content/Effect Library/Distortion Ripple.effect
+++ /dev/null
@@ -1,50 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Distorts the image in a ripple way.-->
- <Property name="radius" formalName="Radius" min="0" max="100" default="100.0" description="Adjusts the spread between ripples."/>
- <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/>
- <Property name="ripples" formalName="Wave Width" min="2" max="100" default="95.0" description="Adjusts the number of ripples."/>
- <Property name="height" formalName="Wave Height" min="0" max="100" default="25.0" description="Adjusts the distortion amount."/>
- <Property name="phase" formalName="Ripple Phase" default="0.0" description="The offset of each wave. Animate this\nproperty to see the waves move."/>
- </MetaData>
- <Shaders>
- <Shared>
-varying vec2 center_vec;
-float PI2 = radians(360.0);
- </Shared>
- <Shader>
- <VertexShader>
-void vert ()
-{
- center_vec = TexCoord - center;
- //Multiply by x/y ratio so we see a sphere on the screen
- //instead of an ellipse.
- center_vec.y *= Texture0Info.y / Texture0Info.x;
-}
- </VertexShader>
- <FragmentShader>
-<![CDATA[
-void frag()
-{
- float dist_to_center = length(center_vec) * 100.0 / radius;;
-
- vec2 texc;
- if(dist_to_center > 1.0) {
- texc = TexCoord;
- } else {
- float r = PI2 * (1.0 - dist_to_center);
- float distortion = sin(r * (100.0-ripples) + radians(phase));
- texc = TexCoord - ( TexCoord - center ) * distortion * height / 800.0;
- }
-
- if ( texc.x < 0.0 || texc.x > 1.0 || texc.y < 0.0 || texc.y > 1.0 )
- gl_FragColor = vec4(0.0);
- else
- colorOutput(texture2D_0(texc));
-}
-]]>
- </FragmentShader>
- </Shader>
- </Shaders>
-</Effect>
diff --git a/Studio/Content/Effect Library/Distortion Sphere.effect b/Studio/Content/Effect Library/Distortion Sphere.effect
deleted file mode 100644
index 3ed1e70b..00000000
--- a/Studio/Content/Effect Library/Distortion Sphere.effect
+++ /dev/null
@@ -1,46 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Distorts the image in a spherical way.-->
- <Property name="radius" formalName="Radius" min="0" max="1" default=".3" description="Adjusts the distorted area."/>
- <Property name="height" formalName="Height" min="-1" max="1" default=".3" description="Adjusts the distortion amount."/>
- <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/>
- </MetaData>
- <Shaders>
- <Shared>
-varying vec2 center_vec;
- </Shared>
- <Shader>
- <VertexShader>
-void vert ()
-{
- center_vec = TexCoord - center;
- //Multiply by x/y ratio so we see a sphere on the screen
- //instead of an ellipse.
- center_vec.y *= Texture0Info.y / Texture0Info.x;
-}
- </VertexShader>
- <FragmentShader>
-<![CDATA[
-void frag()
-{
- float dist_to_center = length(center_vec) / radius;;
-
- vec2 texc;
- if(dist_to_center > 1.0) {
- texc = TexCoord;
- } else {
- float distortion = 1.0 - dist_to_center * dist_to_center;
- texc = TexCoord - (TexCoord - center) * distortion * height;
- }
-
- if ( texc.x < 0.0 || texc.x > 1.0 || texc.y < 0.0 || texc.y > 1.0 )
- gl_FragColor = vec4(0.0);
- else
- colorOutput(texture2D_0(texc));
-}
-]]>
- </FragmentShader>
- </Shader>
- </Shaders>
-</Effect> \ No newline at end of file
diff --git a/Studio/Content/Effect Library/Distortion Spiral.effect b/Studio/Content/Effect Library/Distortion Spiral.effect
deleted file mode 100644
index a5a96971..00000000
--- a/Studio/Content/Effect Library/Distortion Spiral.effect
+++ /dev/null
@@ -1,51 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<Effect>
- <MetaData>
- <!--Distorts the image in a spiraling way.-->
- <Property name="radius" formalName="Radius" min="0" max="1" default=".3" description="Adjusts the distorted area."/>
- <Property name="spiral" formalName="Spiral" min="-10" max="10" default="1.0" description="Adjusts the spiraling amount."/>
- <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/>
- </MetaData>
- <Shaders>
- <Shared>
-varying vec2 center_vec;
-float PI2 = radians(360.0);
- </Shared>
- <Shader>
- <VertexShader>
-void vert ()
-{
- center_vec = TexCoord - center;