examples: New examples for Shader Texture parameters

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Michael Fabian 'Xaymar' Dirks 2021-11-25 21:31:43 +01:00
parent 4601df76d9
commit 1b573103cc
2 changed files with 148 additions and 0 deletions

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// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
//
// 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);
}
}

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// Copyright 2021 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
//
// 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);
}
}