Commit 41cb7c5f authored by Teemu Tamminen's avatar Teemu Tamminen

added studio project

parents
Pipeline #1309 failed with stages
<?xml version='1.0' encoding='utf-8'?>
<application xmlns="http://qt.io/qt3dstudio/uia">
<assets initial="Stereo">
<presentation id="Stereo" src="presentations/Stereo.uip"/>
<presentation id="sub" src="presentations/sub.uip"/>
<presentation id="Gauge" src="presentations/Gauge.uip"/>
</assets>
<statemachine ref="#logic">
<visual-states>
<state ref="Initial">
<enter>
<goto-slide element="main:Scene" rel="next"/>
</enter>
</state>
</visual-states>
</statemachine>
</application>
<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<Property name="Threshold" formalName="Threshold of the luminocity pass" description="Objects brighter than this will\nbe part of the filter" min=".1" max=".98" default=".8" />
<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" />
<Property name="Downsample8" filter="linear" clamp="clamp" type="Texture" />
<Property name="Downsample16" filter="linear" clamp="clamp" type="Texture" />
<Property name="DepthSampler" type="Texture" filter="nearest" clamp="clamp"/>
</MetaData>
<Shaders>
<Shared>
#include "blur.glsllib"
varying float range;
</Shared>
<Shader name="CLEARPASS">
<VertexShader>
// Range of possible values that we care about.
void vert ()
{
}
</VertexShader>
<FragmentShader>
void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
</FragmentShader>
</Shader>
<Shader name="STENCILPASS">
<VertexShader>
// Range of possible values that we care about.
void vert ()
{
}
</VertexShader>
<FragmentShader>
void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
{
gl_FragColor = texture2D_0(TexCoord);
}
</FragmentShader>
</Shader>
<Shader name="LUMINOSITY">
<VertexShader>
// No op
void vert ()
{
}
</VertexShader>
<FragmentShader>
void frag() // Luminosity pass with exponential color channel decay based on the threshold above.
{
vec4 color = texture2D_0(TexCoord);
float luminosity = dot(color.rgb, vec3(0.299, 0.587, 0.114));
float decay = min( 1.0, max( 0.0, (luminosity - Threshold) / range ) );
decay = decay * decay;
gl_FragColor = vec4( color.rgb * decay, color.a );
}
</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 );
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>
void frag()
{
vec4 sourceColor = texture2D_0(TexCoord);
vec3 summation = texture2D_Downsample2(TexCoord).xyz
+ texture2D_Downsample4(TexCoord).xyz
+ texture2D_Downsample8(TexCoord).xyz
+ texture2D_Downsample16(TexCoord).xyz;
gl_FragColor = vec4( clamp( sourceColor.x + summation.x, 0.0, sourceColor.a )
, clamp( sourceColor.y + summation.y, 0.0, sourceColor.a )
, clamp( sourceColor.z + summation.z, 0.0, sourceColor.a )
, sourceColor.a );
/*
gl_FragColor = vec4( texture2D_Downsample2(TexCoord).xyz
, sourceColor.a );
*/
}
</FragmentShader>
</Shader>
</Shaders>
<Passes>
<Buffer name="luminosity_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" lifetime="frame"/>
<Buffer name="luminosity_buffer2" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
<Buffer name="downsample_buffer2" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".5" lifetime="frame"/>
<Buffer name="downsample_buffer4" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".25" lifetime="frame"/>
<Buffer name="downsample_buffer8" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".125" lifetime="frame"/>
<Buffer name="downsample_buffer16" type="ubyte" format="rgba" filter="linear" wrap="clamp" size=".0625" lifetime="frame"/>
<Pass shader="CLEARPASS" input="[source]" output="luminosity_buffer">
<RenderState name="Stencil" value="false"/>
</Pass>
<Pass shader="STENCILPASS" input="[source]" output="luminosity_buffer">
<RenderState name="Stencil" value="true"/>
</Pass>
<Pass shader="LUMINOSITY" input="luminosity_buffer" output="luminosity_buffer2">
<RenderState name="Stencil" value="false"/>
</Pass>
<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="BLUR" input="luminosity_buffer2" output="downsample_buffer8">
<SetParam name="PoissonDistance" value="6"/>
<SetParam name="PoissonRotation" value="1.25663"/>
</Pass>
<Pass shader="BLUR" input="luminosity_buffer2" output="downsample_buffer16">
<SetParam name="PoissonDistance" value="10"/>
<SetParam name="PoissonRotation" value="1.88495"/>
</Pass>
<Pass shader="COMBINER" input="[source]">
<BufferInput param="Downsample2" value="downsample_buffer2"/>
<BufferInput param="Downsample4" value="downsample_buffer4"/>
<BufferInput param="Downsample8" value="downsample_buffer8"/>
<BufferInput param="Downsample16" value="downsample_buffer16"/>
<RenderState name="Stencil" value="false"/>
</Pass>
</Passes>
</Effect>
<?xml version="1.0" encoding="UTF-8" ?>
<Effect>
<MetaData>
<!--Creates a corona around a sprite.-->
<Property name="HBlurBias" formalName="Horizontal Blur" min="0" max="10" default="2" description="Amount of corona horizontally."/>
<Property name="VBlurBias" formalName="Vertical Blur" min="0" max="10" default="2" description="Amount of corona vertically."/>
<Property name="Trailfade" formalName="Fade Amount" min="0" max="1" default="0.8" description="0=no glow\n0.5=fade quickly\n1.0=persistent trails"/>
<Property name="GlowSampler" filter="nearest" clamp="clamp" type="Texture" />
<Property name="GlowCol" formalName="Glow Color" type="Color" default="1 0.6 0.0" description="The color to use for the glow."/>
<Property name="NoiseSamp" formalName="Noise" filter="linear" clamp="repeat" default="./maps/effects/noise.png" type="Texture" description="Texture to be used for the noise texture"/>
<Property name="NoiseScale" formalName="Noise Density" min="0" max="10" default="2" description="The density of the noise in corona.\nThe higher the value, the denser\nand smaller the noise;\nthe lower the value, the bigger the\nnoise scale."/>
<Property name="NoiseBright" formalName="Noise Brightness" min="0" max="5" default="4" description="Brightness of the noise."/>
<Property name="NoiseRatio" formalName="Noise Amount" min="0" max="1" default=".15" description="Magnitude of the noise."/>
<Property name="CrawlLen" formalName="Crawl Length" min="0" max="1" default=".3" description="Length of the corona trail in animation."/>
<Property name="CrawlAngle" formalName="Crawl Angle" default="0" description="Angle of the corona trail in animation."/>
<Property name="Sprite" filter="nearest" clamp="clamp" type="Texture" />
</MetaData>
<Shaders>
<Shared>
#include "blur.glsllib"
uniform float AppFrame; // frame number since app starts
uniform float FPS;
</Shared>
<Shader name="CORONA_HBLUR">
<Shared>
varying vec2 crawl; // corona crawl direction and magnitude
</Shared>
<VertexShader>
void vert ()
{
SetupHorizontalGaussianBlur(Texture0Info.x, HBlurBias, TexCoord);
// compute crawl
float alpha = radians(CrawlAngle + 180.0);
crawl = vec2(CrawlLen * sin(alpha), CrawlLen * cos(alpha));
}
</VertexShader>
<FragmentShader>
void frag()
{
//Passing in 1.0 means the value will not get alpha-multiplied again
float OutCol = GaussianAlphaBlur( GlowSampler, 1.0 );
OutCol *= Trailfade; // fade away glow color
OutCol += texture2D_0( TexCoord ).a; // add glow color in the original tex area
vec2 nuv = NoiseScale * TexCoord3 + AppFrame / FPS * crawl;
vec4 noise = texture2D_NoiseSamp(fract(nuv));
float ns = (1.0 - NoiseRatio) + NoiseRatio * NoiseBright * noise.x;
OutCol *= ns;
gl_FragColor = vec4( OutCol );
}
</FragmentShader>
</Shader>
<Shader name="CORONA_VBLUR">
<VertexShader>
void vert ()
{
SetupVerticalGaussianBlur( Texture0Info.y, VBlurBias, TexCoord );
}
</VertexShader>
<FragmentShader>
void frag() // PS_Blur_Vertical_9tap
{
float OutCol = GaussianAlphaBlur( Texture0, Texture0Info.z );
gl_FragColor = OutCol * vec4(GlowCol, 1.0);
}
</FragmentShader>
</Shader>
<Shader name="CORONA_BLEND">
<VertexShader>
void vert()
{
}
</VertexShader>
<FragmentShader>
void frag ()
{
vec4 src = texture2D_0( TexCoord );
vec4 dst = texture2D_Sprite(TexCoord);
colorOutput( src * (1.0 - dst.a) + dst );
}
</FragmentShader>
</Shader>
</Shaders>
<Passes>
<Buffer name="glow_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="scene"/>
<Buffer name="temp_buffer" type="ubyte" format="rgba" filter="linear" wrap="clamp" size="0.55" lifetime="frame"/>
<Pass shader="CORONA_HBLUR" input="[source]" output="temp_buffer">
<BufferInput param="GlowSampler" value="glow_buffer"/>
</Pass>
<Pass shader="CORONA_VBLUR" input="temp_buffer" output="glow_buffer"/>
<Pass shader="CORONA_BLEND" input="glow_buffer">
<BufferInput param="Sprite" value="[source]"/>
</Pass>
</Passes>
</Effect>
<MaterialData version="1.0">
<Property name="shaderlighting">None</Property>
<Property name="blendmode">Normal</Property>
<Property name="diffuse">1 1 1</Property>
<Property name="diffusemap"><![CDATA[./maps/bg.jpg]]></Property>
<Property name="specularamount">0</Property>
<Property name="specularroughness">0</Property>
<Property name="opacity">100</Property>
<Property name="emissivecolor">1 1 1</Property>
<Property name="emissivepower">0</Property>
<Property name="bumpamount">0.5</Property>
<Property name="displaceamount">20</Property>
<Property name="translucentfalloff">1</Property>
<Property name="diffuselightwrap">0</Property>
<Property name="specularmodel">Default</Property>
<Property name="speculartint">1 1 1</Property>
<Property name="ior">1.5</Property>
<Property name="fresnelPower">0</Property>
<Property name="vertexcolors">False</Property>
<Property name="sourcepath"></Property>
<Property name="importid"></Property>
<Property name="importfile"></Property>
<Property name="type">Material</Property>
<Property name="name"><![CDATA[materials/Material]]></Property>
<Property name="path"><![CDATA[C:/Users/tetammin/Desktop/Stereoscopic Rendering Demo/Stereo/materials/Material.materialdef]]></Property>
<TextureData name="diffusemap">
<Property name="scaleu">1</Property>
<Property name="scalev">1</Property>
<Property name="mappingmode">UV Mapping</Property>
<Property name="tilingmodehorz">No Tiling</Property>
<Property name="tilingmodevert">No Tiling</Property>
<Property name="rotationuv">0</Property>
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<Property name="pivotu">0</Property>
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<Property name="subpresentation"></Property>
<Property name="sourcepath"><![CDATA[./maps/bg.jpg]]></Property>
<Property name="importid"></Property>
<Property name="importfile"></Property>
<Property name="type">Image</Property>
<Property name="name"><![CDATA[Image]]></Property>
</TextureData>
</MaterialData>
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<Property name="shaderlighting">Pixel</Property>
<Property name="blendmode">Normal</Property>
<Property name="diffuse">0.222639 0.236554 0.0599149</Property>
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<Property name="opacity">100</Property>
<Property name="emissivecolor">1 1 1</Property>
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<Property name="translucentfalloff">1</Property>
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<Property name="speculartint">1 1 1</Property>
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<Property name="vertexcolors">False</Property>
<Property name="sourcepath"></Property>
<Property name="importid">green</Property>
<Property name="importfile">../models/Streetview/Streetview.import</Property>
<Property name="type">Material</Property>
<Property name="name"><![CDATA[materials/green]]></Property>
<Property name="path"><![CDATA[C:/Users/tetammin/Desktop/Stereoscopic Rendering Demo/Stereo/materials/green.materialdef]]></Property>
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<Property name="vertexcolors">False</Property>
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<Property name="importid">lambert1</Property>
<Property name="importfile">../models/export1/export1.import</Property>
<Property name="type">Material</Property>
<Property name="name"><![CDATA[materials/lambert1]]></Property>
<Property name="path"><![CDATA[C:/Users/tetammin/Desktop/Stereoscopic Rendering Demo/Stereo/materials/lambert1.materialdef]]></Property>
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\ No newline at end of file
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\ No newline at end of file
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