Skip to content
Snippets Groups Projects

Compare revisions

Changes are shown as if the source revision was being merged into the target revision. Learn more about comparing revisions.

Source

Select target project
No results found
Select Git revision
Loading items

Target

Select target project
  • public-demos/qt3dstudio
1 result
Select Git revision
Loading items
Show changes
Showing
with 382 additions and 88 deletions
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
File deleted
<?xml version="1.0" encoding="UTF-8" ?>
<application>
<assets initial="houseStudio">
<presentation id="houseStudio" src="houseStudio.uip"/>
<presentation id="houseStudio" src="presentations/houseStudio.uip"/>
<dataInput name="slideInput" type="String"/>
<dataInput name="lightEntrance" type="Ranged Number" min="0" max="100"/>
<dataInput name="lightBathRoom" type="Ranged Number" min="0" max="100"/>
......
<?xml version='1.0' encoding='utf-8'?>
<application xmlns="http://qt.io/qt3dstudio/uia">
<assets initial="3d_presentation">
<presentation id="3d_presentation" src="presentations/3d_presentation.uip"/>
<dataInput metadata="" name="caustics" type="Float"/>
<dataInput metadata="" name="glasslightx" type="Ranged Number" min="-1000" max="1000"/>
<dataInput metadata="" name="lightx" type="Float"/>
<dataInput metadata="" name="time" type="Float"/>
<dataInput metadata="" name="windpower" type="Float"/>
<presentation id="LightProbe" src="presentations/LightProbe.uip"/>
</assets>
</application>
<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<Property name="GammaValue" formalName="Gamma" default="2.2" min="0.1" max="4"/>
<Property name="Exposure" min="-9" max="9" default="0"/>
<Property name="BloomThreshold" formalName="Bloom Threshold" description="Objects brighter than this will\ngenerate a bloom" default="1.0" />
<Property name="BlurFalloff" formalName="Bloom Falloff" description="Size of the bloom. Smaller\nnumber means larger bloom." default="0" min="0" max="10"/>
<Property name="TonemappingLerp" formalName="Effect Amount" description="Adjust between no change and\nfull effect." default="1" min="0" max="1" hidden="True"/>
<!--
<Property name="Key" formalName="Luminance Key" min="0" max="1" default="0.04"/>
<Property name="expLum" formalName="Exposure Luminance" default="2.0"/>
<Property name="TonemappingLod" formalName="Tonemapping adaptation rate" default="10" min="0" max="20"/>
-->
<Property name="ChannelThreshold" formalName="Channel Threshold" hidden="True" description="Channel threshold" default="1.0" />
<Property name="PoissonRotation" hidden="True" default="0"/>
<Property name="PoissonDistance" hidden="True" default="4"/>
<Property name="Downsample2" filter="linear" clamp="clamp" type="Texture" />
<Property name="Downsample4" filter="linear" clamp="clamp" type="Texture" />
</MetaData>
<Shaders>
<Shared>
#include "blur.glsllib"
#include "luminance.glsllib"
float get_blur_falloff() { return exp2( -BlurFalloff ); }
float get_exposure() { return exp2( Exposure ); }
</Shared>
<Shader name="LUMINOSITY">
<VertexShader>
vec2 ToRotatedPoissonTexCoord( vec3 poisson, vec2 inputTex, vec2 inc, mat2 rotation )
{
vec2 rotatedPoisson = rotation * vec2( poisson.xy );
return vec2( inputTex.x + rotatedPoisson.x * inc.x, inputTex.y + rotatedPoisson.y * inc.y );
}
void SetupPoissonBlurCoordsRotation(float inBlurAmount, vec2 inTexInfo, float inRotationRadians )
{
float incX = inBlurAmount / inTexInfo.x;
float incY = inBlurAmount / inTexInfo.y;
float rotCos = cos( inRotationRadians );
float rotSin = sin( inRotationRadians );
mat2 rotMatrix = mat2( rotCos, rotSin, -rotSin, rotCos );
vec2 incVec = vec2( incX, incY );
TexCoord0 = ToRotatedPoissonTexCoord( poisson0, TexCoord, incVec, rotMatrix );
TexCoord1 = ToRotatedPoissonTexCoord( poisson1, TexCoord, incVec, rotMatrix );
TexCoord2 = ToRotatedPoissonTexCoord( poisson2, TexCoord, incVec, rotMatrix );
TexCoord3 = ToRotatedPoissonTexCoord( poisson3, TexCoord, incVec, rotMatrix );
TexCoord4 = ToRotatedPoissonTexCoord( poisson4, TexCoord, incVec, rotMatrix );
TexCoord5 = ToRotatedPoissonTexCoord( poisson5, TexCoord, incVec, rotMatrix );
TexCoord6 = ToRotatedPoissonTexCoord( poisson6, TexCoord, incVec, rotMatrix );
TexCoord7 = ToRotatedPoissonTexCoord( poisson7, TexCoord, incVec, rotMatrix );
}
// No op
void vert ()
{
SetupPoissonBlurCoordsRotation( 5.0 * get_blur_falloff(), Texture0Info.xy, 0.0);
}
</VertexShader>
<FragmentShader>
float cutoff( float color )
{
return color >= BloomThreshold ? color : 0.0;
}
vec4 cutoffColor( sampler2D inSampler, vec2 texCoord )
{
vec4 color = GetTextureValue(inSampler, texCoord, 1.0);
vec3 exposed_color = color.xyz * get_exposure();
vec3 cutoff_color = vec3( cutoff( color.x ), cutoff( color.y ), cutoff( color.z ) );
float pixelMult = dot( cutoff_color, cutoff_color ) > 0.0 ? 1.0 : 0.0;
return vec4( exposed_color.xyz, color.a ) * pixelMult;
}
vec4 PoissonBlur(sampler2D inSampler )
{
//flatten out the poisson for this step, we really just want to smear.
float mult0 = 1.0;
float mult1 = mult0;
float mult2 = mult0;
float mult3 = mult2;
float mult4 = mult2;
float mult5 = mult2;
float mult6 = mult2;
float mult7 = mult2;
float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6 + mult7;
float multMultiplier = ( multTotal > 0.0 ? 1.0 / multTotal : 0.0 );
vec4 outColor = cutoffColor( inSampler, TexCoord0 ) * (mult0 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord1 ) * (mult1 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord2 ) * (mult2 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord3 ) * (mult3 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord4 ) * (mult4 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord5 ) * (mult5 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord6 ) * (mult6 * multMultiplier);
outColor += cutoffColor( inSampler, TexCoord7 ) * (mult7 * multMultiplier);
return outColor;
}
void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
{
gl_FragColor = PoissonBlur( Texture0 );
}
</FragmentShader>
</Shader>
<Shader name="BLUR">
<VertexShader>
vec2 ToRotatedPoissonTexCoord( vec3 poisson, vec2 inputTex, vec2 inc, mat2 rotation )
{
vec2 rotatedPoisson = rotation * vec2( poisson.xy );
return vec2( inputTex.x + rotatedPoisson.x * inc.x, inputTex.y + rotatedPoisson.y * inc.y );
}
void SetupPoissonBlurCoordsRotation(float inBlurAmount, vec2 inTexInfo, float inRotationRadians )
{
float incX = inBlurAmount / inTexInfo.x;
float incY = inBlurAmount / inTexInfo.y;
float rotCos = cos( inRotationRadians );
float rotSin = sin( inRotationRadians );
mat2 rotMatrix = mat2( rotCos, rotSin, -rotSin, rotCos );
vec2 incVec = vec2( incX, incY );
TexCoord0 = ToRotatedPoissonTexCoord( poisson0, TexCoord, incVec, rotMatrix );
TexCoord1 = ToRotatedPoissonTexCoord( poisson1, TexCoord, incVec, rotMatrix );
TexCoord2 = ToRotatedPoissonTexCoord( poisson2, TexCoord, incVec, rotMatrix );
TexCoord3 = ToRotatedPoissonTexCoord( poisson3, TexCoord, incVec, rotMatrix );
TexCoord4 = ToRotatedPoissonTexCoord( poisson4, TexCoord, incVec, rotMatrix );
TexCoord5 = ToRotatedPoissonTexCoord( poisson5, TexCoord, incVec, rotMatrix );
TexCoord6 = ToRotatedPoissonTexCoord( poisson6, TexCoord, incVec, rotMatrix );
TexCoord7 = ToRotatedPoissonTexCoord( poisson7, TexCoord, incVec, rotMatrix );
}
void vert ()
{
SetupPoissonBlurCoordsRotation( PoissonDistance, Texture0Info.xy, PoissonRotation);
}
</VertexShader>
<FragmentShader>
vec4 PoissonBlur(sampler2D inSampler )
{
float mult0 = (1.0 - poisson0.z);
float mult1 = (1.0 - poisson1.z);
float mult2 = (1.0 - poisson2.z);
float mult3 = (1.0 - poisson3.z);
float mult4 = (1.0 - poisson4.z);
float mult5 = (1.0 - poisson5.z);
float mult6 = (1.0 - poisson6.z);
float mult7 = (1.0 - poisson7.z);
float multTotal = mult0 + mult1 + mult2 + mult3 + mult4 + mult5 + mult6 + mult7;
float multMultiplier = ( multTotal > 0.0 ? 1.0 / multTotal : 0.0 ) * get_blur_falloff();
vec4 outColor = GetTextureValue( inSampler, TexCoord0, 1.0 ) * (mult0 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord1, 1.0 ) * (mult1 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord2, 1.0 ) * (mult2 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord3, 1.0 ) * (mult3 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord4, 1.0 ) * (mult4 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord5, 1.0 ) * (mult5 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord6, 1.0 ) * (mult6 * multMultiplier);
outColor += GetTextureValue( inSampler, TexCoord7, 1.0 ) * (mult7 * multMultiplier);
return outColor;
}
void frag()
{
//Passing in 1.0 means the value will not get alpha-multiplied again
gl_FragColor = PoissonBlur( Texture0 );
}
</FragmentShader>
</Shader>
<Shader name="COMBINER">
<FragmentShader>
/*
float GetAdaptedLuminance( sampler2D inSampler )
{
vec3 col = textureLod( inSampler, TexCoord, TonemappingLod).rgb;
return luminance( col );
}
vec3 GetTonemappedReinhard( sampler2D inSampler, vec3 inSource, vec3 inBlurred )
{
// adapted luminance value
float adpLm = GetAdaptedLuminance( inSampler );
// luminance of current color
float curLm = luminance( inSource.rgb );
// relative luminance
float relLm = Key/adpLm;
// displayable value D
float D = (relLm * (1.0 + relLm/(expLum*expLum)) / (1.0 + relLm));
// tone map result
vec3 color = inBlurred.xyz * relLm;
//vec3 gamaColor = pow(color, vec3(1.0/2.2));
//return gamaColor;
return vec3(relLm, relLm, relLm );
}
vec3 GetTonemappedReinhardSimple( vec3 inSource, vec3 inBlurred )
{
vec3 texColor = inBlurred * 1.0; // Hardcoded Exposure Adjustment
texColor = texColor/(1.0 + texColor);
vec3 retColor = pow( texColor, vec3(1.0/2.2) );
return retColor;
}
*/
void frag()
{
vec4 sourceColor = texture2D_0(TexCoord);
vec4 summation = texture2D_Downsample2(TexCoord)
+ texture2D_Downsample4(TexCoord);
vec3 bloom_result = sourceColor.xyz * get_exposure() + summation.xyz;
//Threshold defines the white point for the image which shouldn't be adaptive.
vec3 thresholded = clamp( bloom_result.xyz, 0.0, ChannelThreshold ) / ChannelThreshold;
vec3 tonemapped = pow( thresholded, vec3( 1.0 / GammaValue ) );
vec3 final_color = mix( thresholded, tonemapped, TonemappingLerp );
float resultAlpha = max( summation.a, sourceColor.a );
gl_FragColor = vec4( final_color, resultAlpha );
/*
gl_FragColor = vec4( texture2D_Downsample2(TexCoord).xyz
, 1.0 );
*/
}
</FragmentShader>
</Shader>
<Shader name="Passthrough">
<VertexShader>
void vert ()
{
}
</VertexShader>
<FragmentShader>
void frag()
{
//Passing in 1.0 means the value will not get alpha-multiplied again
gl_FragColor = GetTextureValue( Texture0, TexCoord, 1.0 );
}
</FragmentShader>
</Shader>
</Shaders>
<Passes>
<Buffer name="luminosity_buffer2" format="source" filter="linear" wrap="clamp" size=".5" lifetime="scene"/>
<Buffer name="downsample_buffer2" format="source" filter="linear" wrap="clamp" size=".5" lifetime="scene"/>
<Buffer name="downsample_buffer4" format="source" filter="linear" wrap="clamp" size=".25" lifetime="scene"/>
<Pass shader="LUMINOSITY" input="[source]" output='downsample_buffer2' >
</Pass>
<Pass shader="LUMINOSITY" input="downsample_buffer2" output='luminosity_buffer2' >
</Pass>
<!--<Pass shader='Passthrough' input='luminosity_buffer2' />-->
<Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer2">
<SetParam name="PoissonDistance" value="4"/>
<SetParam name="PoissonRotation" value="0"/>
</Pass>
<Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer4">
<SetParam name="PoissonDistance" value="4"/>
<SetParam name="PoissonRotation" value="0.62831"/>
</Pass>
<Pass shader="COMBINER" input="[source]">
<BufferInput param="Downsample2" value="downsample_buffer2"/>
<BufferInput param="Downsample4" value="downsample_buffer4"/>
<RenderState name="Stencil" value="false"/>
</Pass>
</Passes>
</Effect>
Island_ShaderExample/3d_presentation/maps/GlassNormal.jpg

1.05 MiB

Island_ShaderExample/3d_presentation/maps/WaterDiffuse.png

1.75 MiB

Island_ShaderExample/3d_presentation/maps/Waterwave.jpg

48.1 KiB