c2e39cc...409d4d9

commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
This commit is contained in:
Joonas Rikkonen
2019-03-18 22:45:09 +02:00
parent 5dc31c213f
commit 80ab27df22
90 changed files with 4705 additions and 1944 deletions
@@ -0,0 +1,33 @@
// Pixel shader applies a one dimensional gaussian blur filter.
// This is used twice by the bloom postprocess, first to
// blur horizontally, and then again to blur vertically.
sampler TextureSampler : register(s0);
#define SAMPLE_COUNT 15
float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
}
return c;
}
technique GaussianBlur
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderF();
}
}
@@ -0,0 +1,33 @@
// Pixel shader applies a one dimensional gaussian blur filter.
// This is used twice by the bloom postprocess, first to
// blur horizontally, and then again to blur vertically.
sampler TextureSampler : register(s0);
#define SAMPLE_COUNT 15
float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
}
return c;
}
technique GaussianBlur
{
pass Pass1
{
PixelShader = compile ps_2_0 PixelShaderF();
}
}
@@ -0,0 +1,39 @@
Texture2D xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture2D xStencil;
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
float4 inColor;
float aCutoff;
float aMultiplier;
float cCutoff;
float cMultiplier;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = xTexture.Sample(TextureSampler, texCoord) * inColor;
float4 stencilColor = xStencil.Sample(StencilSampler, texCoord);
float aDiff = stencilColor.a - aCutoff;
clip(aDiff);
float cDiff = stencilColor.a - cCutoff;
return float4(
lerp(stencilColor.rgb, c.rgb, clamp(cDiff * cMultiplier, 0.0f, 1.0f)),
min(aDiff * aMultiplier, c.a));
}
technique StencilShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
@@ -0,0 +1,39 @@
Texture xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture xStencil;
sampler StencilSampler = sampler_state { Texture = <xStencil>; };
float4 inColor;
float aCutoff;
float aMultiplier;
float cCutoff;
float cMultiplier;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = tex2D(TextureSampler, texCoord) * inColor;
float4 stencilColor = tex2D(StencilSampler, texCoord);
float aDiff = stencilColor.a - aCutoff;
clip(aDiff);
float cDiff = stencilColor.a - cCutoff;
return float4(
lerp(stencilColor.rgb, c.rgb, clamp(cDiff * cMultiplier, 0.0f, 1.0f)),
min(aDiff * aMultiplier, c.a));
}
technique StencilShader
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
}
}
@@ -0,0 +1,84 @@
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float4x4 xTransform;
const int MaxDeformResolution = 15 * 15;
float2 deformArray[15 * 15];
int deformArrayWidth;
int deformArrayHeight;
float2 uvTopLeft;
float2 uvBottomRight;
float4 tintColor;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
float2 normalizedUv = (input.TexCoords - uvTopLeft) / (uvBottomRight - uvTopLeft);
int2 deformIndexTopLeft =
{
min(floor(normalizedUv.x * (deformArrayWidth - 1)), deformArrayWidth - 1),
min(floor(normalizedUv.y * (deformArrayHeight - 1)), deformArrayHeight - 1)
};
int2 deformIndexBottomRight =
{
min(deformIndexTopLeft.x + 1, deformArrayWidth - 1),
min(deformIndexTopLeft.y + 1, deformArrayHeight - 1)
};
float2 deformTopLeft = deformArray[deformIndexTopLeft.x + deformIndexTopLeft.y * deformArrayWidth];
float2 deformTopRight = deformArray[deformIndexBottomRight.x + deformIndexTopLeft.y * deformArrayWidth];
float2 deformBottomLeft = deformArray[deformIndexTopLeft.x + deformIndexBottomRight.y * deformArrayWidth];
float2 deformBottomRight = deformArray[deformIndexBottomRight.x + deformIndexBottomRight.y * deformArrayWidth];
float divX = 1.0 / (deformArrayWidth - 1);
float divY = 1.0 / (deformArrayHeight - 1);
float2 vertexOffset =
{
lerp(
lerp(deformTopLeft, deformTopRight, (normalizedUv.x % divX) / divX),
lerp(deformBottomLeft, deformBottomRight, (normalizedUv.x % divX) / divX),
(normalizedUv.y % divY) / divY)
};
output.Position = mul(input.Position + float4(vertexOffset, 0, 0), xTransform);
output.Color = input.Color * tintColor;
output.TexCoords = input.TexCoords;
return output;
}
float4 mainPS(VertexShaderOutput input) : COLOR
{
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
technique DeformShader
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPS();
}
}
@@ -0,0 +1,84 @@
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float4x4 xTransform;
static const int MaxDeformResolution = 15 * 15;
float2 deformArray[15 * 15];
int deformArrayWidth;
int deformArrayHeight;
float2 uvTopLeft;
float2 uvBottomRight;
float4 tintColor;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
float2 normalizedUv = (input.TexCoords - uvTopLeft) / (uvBottomRight - uvTopLeft);
int2 deformIndexTopLeft =
{
min(floor(normalizedUv.x * (deformArrayWidth - 1)), deformArrayWidth - 1),
min(floor(normalizedUv.y * (deformArrayHeight - 1)), deformArrayHeight - 1)
};
int2 deformIndexBottomRight =
{
min(deformIndexTopLeft.x + 1, deformArrayWidth - 1),
min(deformIndexTopLeft.y + 1, deformArrayHeight - 1)
};
float2 deformTopLeft = deformArray[deformIndexTopLeft.x + deformIndexTopLeft.y * deformArrayWidth];
float2 deformTopRight = deformArray[deformIndexBottomRight.x + deformIndexTopLeft.y * deformArrayWidth];
float2 deformBottomLeft = deformArray[deformIndexTopLeft.x + deformIndexBottomRight.y * deformArrayWidth];
float2 deformBottomRight = deformArray[deformIndexBottomRight.x + deformIndexBottomRight.y * deformArrayWidth];
float divX = 1.0 / deformArrayWidth;
float divY = 1.0 / deformArrayHeight;
float2 vertexOffset =
{
lerp(
lerp(deformTopLeft, deformTopRight, (normalizedUv.x % divX) / divX),
lerp(deformBottomLeft, deformBottomRight, (normalizedUv.x % divX) / divX),
(normalizedUv.y % divY) / divY)
};
output.Position = mul(input.Position + float4(vertexOffset, 0, 0), xTransform);
output.Color = input.Color * tintColor;
output.TexCoords = input.TexCoords;
return output;
}
float4 mainPS(VertexShaderOutput input) : COLOR
{
return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
}
technique DeformShader
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPS();
}
}
@@ -0,0 +1,30 @@
Texture2D xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture2D xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 sampleColor = xTexture.Sample(TextureSampler, texCoord);
float4 losColor = xLosTexture.Sample(LosSampler, texCoord);
float obscureAmount = 1.0f - losColor.r;
float4 outColor = float4(
sampleColor.r * color.r,
sampleColor.g * color.g,
sampleColor.b * color.b,
obscureAmount);
return outColor;
}
technique LosShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
}
}
@@ -0,0 +1,30 @@
Texture xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
Texture xLosTexture;
sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 sampleColor = tex2D(TextureSampler, texCoord);
float4 losColor = tex2D(LosSampler, texCoord);
float obscureAmount = 1.0f - losColor.r;
float4 outColor = float4(
sampleColor.r * color.r,
sampleColor.g * color.g,
sampleColor.b * color.b,
obscureAmount);
return outColor;
}
technique LosShader
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
}
}
@@ -0,0 +1,228 @@
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture2D xDistortTexture;
sampler DistortSampler =
sampler_state
{
Texture = <xDistortTexture>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float blurDistance;
float2 distortScale;
float2 distortUvOffset;
float3 chromaticAberrationStrength;
// Apply radial distortion to the given coordinate.
float2 radialDistortion(float2 coord, float distortion)
{
float2 cc = coord - 0.5;
float dist = dot(cc, cc) * distortion;
//return coord * (pos + cc * (1.0 + dist) * dist) / pos;
return coord + (dist * dist + dist) * cc;
}
/*float4 sampleWithChromaticAberration(float2 samplePos)
{
return float4(
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
1);
}*/
float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
{
return float3(
tex2D(TextureSampler, samplePosR).r,
tex2D(TextureSampler, samplePosG).g,
tex2D(TextureSampler, samplePosB).b);
}
float3 sampleWithChromaticAberration(float2 samplePos)
{
return float3(
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
}
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return tex2D(TextureSampler, samplePos);
}
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
return float4(sampleWithChromaticAberration(texCoord), 1);
}
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return float4(sampleWithChromaticAberration(samplePos), 1);
}
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float2 samplePosR = radialDistortion(samplePos, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(samplePos, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(samplePos, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
technique Distort
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 distort();
}
}
technique Blur
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 blur();
}
}
technique BlurDistort
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 blurDistort();
}
}
technique BlurChromaticAberration
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberration();
}
}
technique ChromaticAberration
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 chromaticAberration();
}
}
technique ChromaticAberrationDistort
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 chromaticAberrationDistort();
}
}
technique BlurChromaticAberrationDistort
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberrationDistort();
}
}
@@ -0,0 +1,228 @@
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture2D xDistortTexture;
sampler DistortSampler =
sampler_state
{
Texture = <xDistortTexture>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
float blurDistance;
float2 distortScale;
float2 distortUvOffset;
float3 chromaticAberrationStrength;
// Apply radial distortion to the given coordinate.
float2 radialDistortion(float2 coord, float distortion)
{
float2 cc = coord - 0.5;
float dist = dot(cc, cc) * distortion;
//return coord * (pos + cc * (1.0 + dist) * dist) / pos;
return coord + (dist * dist + dist) * cc;
}
/*float4 sampleWithChromaticAberration(float2 samplePos)
{
return float4(
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
1);
}*/
float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
{
return float3(
tex2D(TextureSampler, samplePosR).r,
tex2D(TextureSampler, samplePosG).g,
tex2D(TextureSampler, samplePosB).b);
}
float3 sampleWithChromaticAberration(float2 samplePos)
{
return float3(
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
}
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance));
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return tex2D(TextureSampler, samplePos);
}
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
return float4(sampleWithChromaticAberration(texCoord), 1);
}
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return float4(sampleWithChromaticAberration(samplePos), 1);
}
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
float2 samplePosR = radialDistortion(samplePos, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(samplePos, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(samplePos, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
float2 blurBottomRight = blurDistance;
float2 blurBottomLeft = float2(-blurDistance, blurDistance);
float3 sample;
sample = sampleChannelsSeparately(samplePosR + blurTopLeft, samplePosG + blurTopLeft, samplePosB + blurTopLeft);
sample += sampleChannelsSeparately(samplePosR + blurTopRight, samplePosG + blurTopRight, samplePosB + blurTopRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomRight, samplePosG + blurBottomRight, samplePosB + blurBottomRight);
sample += sampleChannelsSeparately(samplePosR + blurBottomLeft, samplePosG + blurBottomLeft, samplePosB + blurBottomLeft);
sample = sample * 0.25f;
return float4(sample, 1);
}
technique Distort
{
pass Pass1
{
PixelShader = compile ps_3_0 distort();
}
}
technique Blur
{
pass Pass1
{
PixelShader = compile ps_3_0 blur();
}
}
technique BlurDistort
{
pass Pass1
{
PixelShader = compile ps_3_0 blurDistort();
}
}
technique BlurChromaticAberration
{
pass Pass1
{
PixelShader = compile ps_3_0 blurChromaticAberration();
}
}
technique ChromaticAberration
{
pass Pass1
{
PixelShader = compile ps_3_0 chromaticAberration();
}
}
technique ChromaticAberrationDistort
{
pass Pass1
{
PixelShader = compile ps_3_0 chromaticAberrationDistort();
}
}
technique BlurChromaticAberrationDistort
{
pass Pass1
{
PixelShader = compile ps_3_0 blurChromaticAberrationDistort();
}
}
@@ -0,0 +1,143 @@
float xBlurDistance;
Texture2D xWaterBumpMap;
sampler WaterBumpSampler =
sampler_state
{
Texture = <xWaterBumpMap>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float4x4 xTransform;
float4x4 xUvTransform;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
float xWaveWidth;
float xWaveHeight;
float2 xBumpPos;
float2 xBumpScale;
float2 xUvOffset;
float4 waterColor;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, xTransform);
output.Color = input.Color;
output.TexCoords = mul(input.Position, xUvTransform).xy;
return output;
}
float4 mainPS(VertexShaderOutput input) : COLOR
{
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample = xTexture.Sample(TextureSampler, samplePos);
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPSBlurred(VertexShaderOutput input) : COLOR
{
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample;
sample = xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
return sample;
}
technique WaterShader
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPS();
}
}
technique WaterShaderBlurred
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPSBlurred();
}
}
technique WaterShaderPostProcess
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 mainPostProcess();
}
}
@@ -0,0 +1,150 @@
float xBlurDistance;
Texture xWaterBumpMap;
sampler WaterBumpSampler =
sampler_state
{
Texture = <xWaterBumpMap>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
Texture xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float4x4 xTransform;
float4x4 xUvTransform;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
float xWaveWidth;
float xWaveHeight;
float2 xBumpPos;
float2 xBumpScale;
float2 xUvOffset;
float4 waterColor;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, xTransform);
output.Color = input.Color;
float4 texCoords = mul(input.Position, xUvTransform);
float2 texCoords2D = texCoords.xy;
//This is to stop the HLSL compiler from optimizing xUvTransform since that crashes MonoGame
//Seems to be a known bug, see https://github.com/MonoGame/MonoGame/issues/5628
//We should probably send this to them so they have more to work with
texCoords2D.x += floor(texCoords.w*0.001);
//--------
output.TexCoords = texCoords2D;
return output;
}
float4 mainPS(VertexShaderOutput input) : COLOR
{
float4 bumpColor = tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample = tex2D(TextureSampler, samplePos);
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPSBlurred(VertexShaderOutput input) : COLOR
{
float4 bumpColor = tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
return sample;
}
technique WaterShader
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPS();
}
}
technique WaterShaderBlurred
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPSBlurred();
}
}
technique WaterShaderPostProcess
{
pass Pass1
{
PixelShader = compile ps_3_0 mainPostProcess();
}
}