(f0d812055) v0.9.9.0

This commit is contained in:
Joonas Rikkonen
2020-04-23 19:19:37 +03:00
parent b647059b93
commit ac37a3b0e4
391 changed files with 15054 additions and 5420 deletions
@@ -19,11 +19,6 @@
/processorParam:DebugMode=Auto
/build:blurshader_opengl.fx
#begin Content_opengl.mgcb
/importer:
/processor:
/build:Content_opengl.mgcb
#begin damageshader_opengl.fx
/importer:EffectImporter
/processor:EffectProcessor
@@ -10,7 +10,7 @@ float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 PixelShaderF(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
@@ -10,7 +10,7 @@ float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 PixelShaderF(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
@@ -13,7 +13,7 @@ float aMultiplier;
float cCutoff;
float cMultiplier;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = xTexture.Sample(TextureSampler, texCoord) * inColor;
@@ -13,7 +13,7 @@ float aMultiplier;
float cCutoff;
float cMultiplier;
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = tex2D(TextureSampler, texCoord) * inColor;
@@ -18,14 +18,14 @@ float4 solidColor;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
@@ -18,14 +18,14 @@ float4 solidColor;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0;
};
@@ -5,7 +5,7 @@ float4 color2;
float midPoint;
float fadeDist;
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 PixelShaderF(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 t = tex2D(TextureSampler, texCoord);
@@ -5,7 +5,7 @@ float4 color2;
float midPoint;
float fadeDist;
float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 PixelShaderF(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 t = tex2D(TextureSampler, texCoord);
@@ -1,3 +1,24 @@
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = input.Position;
output.TexCoords = input.TexCoords;
return output;
}
Texture2D xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
@@ -5,17 +26,19 @@ 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 xColor;
float4 mainPS(VertexShaderOutput input) : COLOR0
{
float4 sampleColor = xTexture.Sample(TextureSampler, texCoord);
float4 losColor = xLosTexture.Sample(LosSampler, texCoord);
float4 sampleColor = xTexture.Sample(TextureSampler, input.TexCoords);
float4 losColor = xLosTexture.Sample(LosSampler, input.TexCoords);
float obscureAmount = 1.0f - losColor.r;
float4 outColor = float4(
sampleColor.r * color.r,
sampleColor.g * color.g,
sampleColor.b * color.b,
sampleColor.r * xColor.r,
sampleColor.g * xColor.g,
sampleColor.b * xColor.b,
obscureAmount);
return outColor;
@@ -25,6 +48,7 @@ technique LosShader
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 main();
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPS();
}
}
@@ -1,3 +1,24 @@
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = input.Position;
output.TexCoords = input.TexCoords;
return output;
}
Texture xTexture;
sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
@@ -5,17 +26,19 @@ 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 xColor;
float4 mainPS(VertexShaderOutput input) : COLOR0
{
float4 sampleColor = tex2D(TextureSampler, texCoord);
float4 losColor = tex2D(LosSampler, texCoord);
float4 sampleColor = tex2D(TextureSampler, input.TexCoords);
float4 losColor = tex2D(LosSampler, input.TexCoords);
float obscureAmount = 1.0f - losColor.r;
float4 outColor = float4(
sampleColor.r * color.r,
sampleColor.g * color.g,
sampleColor.b * color.b,
sampleColor.r * xColor.r,
sampleColor.g * xColor.g,
sampleColor.b * xColor.b,
obscureAmount);
return outColor;
@@ -25,6 +48,7 @@ technique LosShader
{
pass Pass1
{
PixelShader = compile ps_2_0 main();
VertexShader = compile vs_2_0 mainVS();
PixelShader = compile ps_2_0 mainPS();
}
}
@@ -1,3 +1,27 @@
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
float4x4 MatrixTransform;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, MatrixTransform);
output.TexCoords = input.TexCoords;
return output;
}
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
@@ -32,84 +56,84 @@ float2 radialDistortion(float2 coord, float distortion)
/*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,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
xTexture.Sample(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);
xTexture.Sample(TextureSampler, samplePosR).r,
xTexture.Sample(TextureSampler, samplePosG).g,
xTexture.Sample(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);
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
}
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blur(VertexShaderOutput input) : 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 = xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y + blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 distort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
return tex2D(TextureSampler, samplePos);
return xTexture.Sample(TextureSampler, samplePos);
}
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
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 = xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
sample += xTexture.Sample(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
float4 chromaticAberration(VertexShaderOutput input) : COLOR0
{
return float4(sampleWithChromaticAberration(texCoord), 1);
return float4(sampleWithChromaticAberration(input.TexCoords), 1);
}
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 chromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -117,11 +141,11 @@ float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color :
return float4(sampleWithChromaticAberration(samplePos), 1);
}
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurChromaticAberration(VertexShaderOutput input) : COLOR0
{
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
float2 samplePosR = radialDistortion(input.TexCoords, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(input.TexCoords, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(input.TexCoords, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
@@ -139,12 +163,12 @@ float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COL
return float4(sample, 1);
}
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurChromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -173,6 +197,7 @@ technique Distort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 distort();
}
}
@@ -181,6 +206,7 @@ technique Blur
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blur();
}
}
@@ -189,6 +215,7 @@ technique BlurDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurDistort();
}
}
@@ -197,6 +224,7 @@ technique BlurChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberration();
}
}
@@ -206,6 +234,7 @@ technique ChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 chromaticAberration();
}
}
@@ -214,6 +243,7 @@ technique ChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 chromaticAberrationDistort();
}
}
@@ -222,6 +252,7 @@ technique BlurChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 blurChromaticAberrationDistort();
}
}
@@ -1,7 +1,31 @@
Texture2D xTexture;
struct VertexShaderInput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float2 TexCoords: TEXCOORD0;
};
float4x4 MatrixTransform;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, MatrixTransform);
output.TexCoords = input.TexCoords;
return output;
}
Texture xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
Texture2D xDistortTexture;
Texture xDistortTexture;
sampler DistortSampler =
sampler_state
{
@@ -53,24 +77,24 @@ float3 sampleWithChromaticAberration(float2 samplePos)
tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
}
float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blur(VertexShaderOutput input) : 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 = tex2D(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y + blurDistance));
sample += tex2D(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y - blurDistance));
sample += tex2D(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y - blurDistance));
sample += tex2D(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y + blurDistance));
sample = sample * 0.25f;
return sample;
}
float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 distort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = tex2D(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -78,12 +102,12 @@ float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texC
return tex2D(TextureSampler, samplePos);
}
float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = tex2D(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -99,17 +123,17 @@ float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2
return sample;
}
float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 chromaticAberration(VertexShaderOutput input) : COLOR0
{
return float4(sampleWithChromaticAberration(texCoord), 1);
return float4(sampleWithChromaticAberration(input.TexCoords), 1);
}
float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 chromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = tex2D(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -117,11 +141,11 @@ float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color :
return float4(sampleWithChromaticAberration(samplePos), 1);
}
float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurChromaticAberration(VertexShaderOutput input) : COLOR0
{
float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
float2 samplePosR = radialDistortion(input.TexCoords, chromaticAberrationStrength.r);
float2 samplePosG = radialDistortion(input.TexCoords, chromaticAberrationStrength.g);
float2 samplePosB = radialDistortion(input.TexCoords, chromaticAberrationStrength.b);
float2 blurTopLeft = -blurDistance;
float2 blurTopRight = float2(blurDistance, -blurDistance);
@@ -139,12 +163,12 @@ float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COL
return float4(sample, 1);
}
float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 blurChromaticAberrationDistort(VertexShaderOutput input) : COLOR0
{
float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
float4 bumpColor = tex2D(DistortSampler, input.TexCoords + distortUvOffset);
bumpColor = (bumpColor + tex2D(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
float2 samplePos = texCoord;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
@@ -173,6 +197,7 @@ technique Distort
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 distort();
}
}
@@ -181,6 +206,7 @@ technique Blur
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 blur();
}
}
@@ -189,6 +215,7 @@ technique BlurDistort
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 blurDistort();
}
}
@@ -197,6 +224,7 @@ technique BlurChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 blurChromaticAberration();
}
}
@@ -206,6 +234,7 @@ technique ChromaticAberration
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 chromaticAberration();
}
}
@@ -214,6 +243,7 @@ technique ChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 chromaticAberrationDistort();
}
}
@@ -222,6 +252,7 @@ technique BlurChromaticAberrationDistort
{
pass Pass1
{
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 blurChromaticAberrationDistort();
}
}
@@ -4,13 +4,13 @@ sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float blurDistance;
float4 color;
float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return color * a;
}
float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
@@ -4,13 +4,13 @@ sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float blurDistance;
float4 color;
float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float a = tex2D(TextureSampler, texCoord).a;
return color * a;
}
float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float sample;
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
@@ -20,14 +20,14 @@ float4x4 xUvTransform;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
@@ -95,7 +95,7 @@ float4 mainPSBlurred(VertexShaderOutput input) : COLOR
return sample;
}
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 mainPostProcess(float4 position : POSITION0, 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;
@@ -20,14 +20,14 @@ float4x4 xUvTransform;
struct VertexShaderInput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
@@ -102,7 +102,7 @@ float4 mainPSBlurred(VertexShaderOutput input) : COLOR
return sample;
}
float4 mainPostProcess(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
float4 mainPostProcess(float4 position : POSITION0, 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;