diff --git a/data/examples/shaders/filter/displace.effect b/data/examples/shaders/filter/displace.effect new file mode 100644 index 00000000..f71aa7c7 --- /dev/null +++ b/data/examples/shaders/filter/displace.effect @@ -0,0 +1,77 @@ +// Copyright 2021 Michael Fabian 'Xaymar' Dirks +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are met: +// +// 1. Redistributions of source code must retain the above copyright notice, +// this list of conditions and the following disclaimer. +// 2. 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. +// 3. Neither the name of the copyright holder 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 HOLDER 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. + +#define IS_FILTER +#include "../base.effect" + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- + +uniform texture2d DisplacementMap< + string name = "Displacement Map"; + string description = "A standard normal map to be used for displacement"; + string field_type = "input"; +>; + +uniform float DisplacementRange< + string name = "Displacement Range"; + string field_type = "slider"; + string suffix = " px"; + float minimum = -1000.0; + float maximum = 1000.0; + float step = 0.01; + float scale = 1.00; +> = 10.0; + +//----------------------------------------------------------------------------- +// Technique: Version_1_0 +//----------------------------------------------------------------------------- + +float4 DisplacementPixelShader_v1(VertexInformation vtx) : TARGET { + // Calculate proper offset. + // 1. Sample the DisplacementMap texture. + float2 offset = DisplacementMap.Sample(LinearClampSampler, vtx.texcoord0.xy); + // 2. Convert from [+0.0, +1.0] to [-0.5, +0.5]. + offset -= .5f; + // 3. Fix the aliasing that happens with 8bpc normal maps, which also gives us the range [-1.0, +1.0]. + offset = floor(abs(offset * 255.f)) / 127.f * sign(offset); + // 4. Scale to correct range specified by the user. + offset *= DisplacementRange * ViewSize.zw; + // 5. Calculate final sampled UV. + float2 sample_uv = vtx.texcoord0.xy + offset; + + // Sample the Input texture at sample_uv. + return InputA.Sample(LinearClampSampler, sample_uv); +} + +technique Version_1_0 { + pass + { + vertex_shader = DefaultVertexShader(vtx); + pixel_shader = DisplacementPixelShader_v1(vtx); + } +} diff --git a/data/examples/shaders/source/flip-ab-texture.effect b/data/examples/shaders/source/flip-ab-texture.effect new file mode 100644 index 00000000..c74b37fb --- /dev/null +++ b/data/examples/shaders/source/flip-ab-texture.effect @@ -0,0 +1,71 @@ +// Copyright 2021 Michael Fabian 'Xaymar' Dirks +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions are met: +// +// 1. Redistributions of source code must retain the above copyright notice, +// this list of conditions and the following disclaimer. +// 2. 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. +// 3. Neither the name of the copyright holder 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 HOLDER 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. + +#include "../base.effect" + +//----------------------------------------------------------------------------- +// Uniforms +//----------------------------------------------------------------------------- + +uniform texture2d TextureA< + string field_type = "input"; +>; + +uniform texture2d TextureB< + string field_type = "input"; +>; + +//----------------------------------------------------------------------------- +// Technique: Flip +//----------------------------------------------------------------------------- + +uniform float FlipRate< + string name = "Flip Rate"; + string field_type = "slider"; + string suffix = " Hz"; + float minimum = 0.01; + float maximum = 100.0; + float step = 0.01; + float scale = 1.00; +> = 10.0; + +float4 PSWave(VertexInformation vtx) : TARGET { + float flip_frequency = 1.f / FlipRate; + + if (fmod(Time.x, flip_frequency) < (flip_frequency / 2.f)) { + return TextureA.Sample(LinearClampSampler, vtx.texcoord0.xy); + } else { + return TextureB.Sample(LinearClampSampler, vtx.texcoord0.xy); + } +} + +technique Flip { + pass + { + vertex_shader = DefaultVertexShader(vtx); + pixel_shader = PSWave(vtx); + } +}