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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, 0 insertions, 233 deletions
diff --git a/Studio/Content/Effect Library/LightTable.effect b/Studio/Content/Effect Library/LightTable.effect deleted file mode 100644 index 91f59131..00000000 --- a/Studio/Content/Effect Library/LightTable.effect +++ /dev/null @@ -1,233 +0,0 @@ -<?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> |