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psao.txt
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psdepth.txt
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pstarmac.txt
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psgrass.txt
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port.txt
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pspssm.txt
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|
||||
|
||||
|
||||
1147
|
||||
|
||||
notes.txt
|
||||
file
|
||||
|
||||
|
||||
|
||||
|
||||
2009-07-28T21:13:22.843750Z
|
||||
3a32f4144c85ed0e46ff76b24daf91dc
|
||||
2009-12-07T20:32:16.889196Z
|
||||
2
|
||||
TGGC
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
130
|
||||
|
||||
vsfsquad.txt
|
||||
file
|
||||
|
||||
|
||||
|
||||
|
||||
2010-03-30T16:08:59.911029Z
|
||||
7bc554de6a5c2682889d5ee85b86a48a
|
||||
2010-03-30T16:08:59.911029Z
|
||||
195
|
||||
CodingCat
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
866
|
||||
|
||||
psray.txt
|
||||
file
|
||||
|
||||
|
||||
|
||||
|
||||
2010-03-30T09:57:35.106943Z
|
||||
b0bfa22a3603a7087cbb19eda2f44491
|
||||
2010-03-30T09:57:35.106943Z
|
||||
194
|
||||
CodingCat
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
1565
|
||||
|
||||
param.txt
|
||||
file
|
||||
|
||||
|
||||
|
||||
|
||||
2009-07-28T15:46:14.328125Z
|
||||
021312503a1e7d46a40d436e9dc6bb44
|
||||
2009-12-07T20:32:16.889196Z
|
||||
2
|
||||
TGGC
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
11517
|
||||
|
||||
cam.txt
|
||||
file
|
||||
|
||||
|
||||
|
||||
|
||||
2009-07-28T20:11:52.531250Z
|
||||
08d71cb04e107b1618cc486c2fefe064
|
||||
2009-12-07T20:32:16.889196Z
|
||||
2
|
||||
TGGC
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
3170
|
||||
|
||||
1
evoke-64k/bp10/cfg/_svn/format
Normal file
1
evoke-64k/bp10/cfg/_svn/format
Normal file
@@ -0,0 +1 @@
|
||||
9
|
||||
150
evoke-64k/bp10/cfg/_svn/text-base/cam.txt.svn-base
Normal file
150
evoke-64k/bp10/cfg/_svn/text-base/cam.txt.svn-base
Normal file
@@ -0,0 +1,150 @@
|
||||
CCUR= 10
|
||||
|
||||
CTYPE000= 0 256 1.0
|
||||
CCOLOR000= 247 167 0 256
|
||||
BANK256= -154.0 0.0 0.0 0.0
|
||||
BANK257= 0.0 0.0 0.0 1.0
|
||||
BANK258= 0.0 0.0 160.0 0.0
|
||||
BANK259= 0.0 0.0 0.0 1.0
|
||||
|
||||
|
||||
CTYPE001= 1 260 0.75
|
||||
CCOLOR001= 247 167 0 256
|
||||
BANK260= 0.0 0.0 0.0 0.0
|
||||
BANK261= 56.0 0.125 0.0 0.0
|
||||
BANK262= 0.0 0.0 0.0 1.0
|
||||
|
||||
|
||||
CTYPE002= 1 263 0.75
|
||||
CCOLOR002= 247 167 0 256
|
||||
BANK263= 32.0 0.0 0.0 0.0
|
||||
BANK264= 0.0 0.0 64.0 0.125
|
||||
BANK265= 0.0 0.0 0.0 1.0
|
||||
|
||||
|
||||
CTYPE003= 0 266 0.75
|
||||
CCOLOR003= 247 167 0 256
|
||||
BANK266= -32.0 160.0 16.0 0.0
|
||||
BANK267= 16.0 -80.0 -8.0 1.0
|
||||
BANK268= 16.0 -16.0 0.0 0.0
|
||||
BANK269= 0.0 0.0 0.0 1.0
|
||||
|
||||
|
||||
CTYPE004= 1 270 0.5
|
||||
CCOLOR004= 247 167 0 256
|
||||
BANK270= 0.0 4.0 0.0 0.0
|
||||
BANK271= 0.0 0.0 36.0 0.165
|
||||
BANK272= -32.0 -16.0 -32.0 1.0
|
||||
|
||||
|
||||
CTYPE005= 0 273 0.75
|
||||
CCOLOR005= 247 167 0 256
|
||||
BANK273= -16.0 96.0 160.0 0.0
|
||||
BANK274= 0.0 0.0 -48.0 1.0
|
||||
BANK275= -64.0 -1024.0 -0.0 0.0
|
||||
BANK276= 0.0 0.0 0.0 1.0
|
||||
|
||||
CTYPE006= 1 277 0.75
|
||||
CCOLOR006= 123 83 0 128
|
||||
BANK277= 0.0 0.0 0.0 0.0
|
||||
BANK278= 56.0 0.125 0.0 0.0
|
||||
BANK279= 0.0 0.0 0.0 1.0
|
||||
|
||||
CTYPE007= 0 280 0.75
|
||||
CCOLOR007= 123 83 0 128
|
||||
BANK280= -64.0 0.0 70.0 0.0
|
||||
BANK281= 0.0 0.0 -16.0 1.0
|
||||
BANK282= 0.0 128.0 0.0 0.0
|
||||
BANK283= 0.0 -32.0 0.0 1.0
|
||||
|
||||
CTYPE008= 0 284 0.75
|
||||
CCOLOR008= 123 83 0 128
|
||||
BANK284= -80.0 0.0 70.0 0.0
|
||||
BANK285= 8.0 0.0 -16.0 1.0
|
||||
BANK286= 0.0 -48.0 96.0 0.0
|
||||
BANK287= 0.0 16.0 -32.0 1.0
|
||||
|
||||
CTYPE010= 0 300 0.85
|
||||
CCOLOR010= 192 224 256 64
|
||||
BANK300= -110.0 0.0 70.0 0.0
|
||||
BANK301= 0.0 0.0 0.0 1.0
|
||||
BANK302= 0.0 0.0 0.0 0.0
|
||||
BANK303= 0.0 0.0 0.0 1.0
|
||||
|
||||
|
||||
CTYPE011= 1 304 0.75
|
||||
CCOLOR011= 22 22 22 256
|
||||
BANK304= 0.0 32.0 0.0 0.0
|
||||
BANK305= 64.0 0.0625 16.0 0.125
|
||||
BANK306= 0.0 0.0 0.0 0.0
|
||||
|
||||
CTYPE012= 0 307 0.75
|
||||
CCOLOR012= 22 22 22 256
|
||||
BANK307= -56.0 -64.0 48.0 0.0
|
||||
BANK308= 0.0 16.0 -16.0 1.0
|
||||
BANK309= 0.0 0.0 0.0 0.0
|
||||
BANK310= 0.0 4.0 0.0 1.0
|
||||
|
||||
CTYPE013= 0 311 0.75
|
||||
CCOLOR013= 22 22 22 256
|
||||
BANK311= 56.0 96.0 64.0 0.0
|
||||
BANK312= -12.0 -16.0 -2.0 1.0
|
||||
BANK313= 0.0 -32.0 0.0 0.0
|
||||
BANK314= 0.0 8.0 0.0 1.0
|
||||
|
||||
CTYPE014= 0 304 0.75
|
||||
CCOLOR014= 22 22 22 256
|
||||
|
||||
CTYPE015= 0 305 0.75
|
||||
CCOLOR015= 22 22 22 256
|
||||
|
||||
CTYPE016= 0 309 0.75
|
||||
CCOLOR016= 22 22 22 256
|
||||
|
||||
CTYPE017= 0 315 0.5
|
||||
CCOLOR017= 22 22 22 256
|
||||
BANK315= 16.0 240.0 4.0 0.0
|
||||
BANK316= -1.0 -30.0 0.0 1.0
|
||||
BANK317= -96.0 -160.0 4.0 0.0
|
||||
BANK318= 8.0 0.0 0.0 1.0
|
||||
|
||||
CTYPE018= 1 319 0.75
|
||||
CCOLOR018= 247 167 0 64
|
||||
BANK319= 0.0 16.0 0.0 0.0
|
||||
BANK320= 52.0 0.02 0.0 0.125
|
||||
BANK321= 0.0 0.0 40.0 0.0
|
||||
|
||||
CTYPE019= 1 322 0.75
|
||||
CCOLOR019= 247 167 0 64
|
||||
BANK322= 0.0 -8.0 0.0 0.0
|
||||
BANK323= -36.0 0.02 0.0 0.125
|
||||
BANK324= -40.0 0.0 0.0 0.0
|
||||
|
||||
CTYPE020= 1 325 0.75
|
||||
CCOLOR020= 247 167 0 64
|
||||
BANK325= 0.0 0.0 0.0 0.0
|
||||
BANK326= 48.0 0.0625 16.0 1
|
||||
BANK327= -40.0 0.0 0.0 0.0
|
||||
|
||||
CTYPE021= 1 328 0.5
|
||||
CCOLOR021= 247 167 0 64
|
||||
BANK328= 64.0 8.0 16.0 0.125
|
||||
BANK329= 0.0 0.0 0.0 0.0
|
||||
BANK330= -56.0 -64.0 48.0 0.0
|
||||
|
||||
CTYPE022= 1 331 0.5
|
||||
CCOLOR022= 247 167 0 64
|
||||
BANK331= 44.0 8.0 16.0 0.125
|
||||
BANK332= 4.0 0.125 0.0 0.0
|
||||
BANK333= 56.0 -64.0 -48.0 0.0
|
||||
|
||||
|
||||
CTYPE023= 1 334 0.5
|
||||
CCOLOR023= 44 44 44 256
|
||||
BANK334= -64.0 8.0 16.0 0.125
|
||||
BANK335= 4.0 0.125 12.0 0.05
|
||||
BANK336= 0.0 0.0 0.0 0.0
|
||||
|
||||
|
||||
CCUR= 23
|
||||
#PCUR= 30
|
||||
10
evoke-64k/bp10/cfg/_svn/text-base/notes.txt.svn-base
Normal file
10
evoke-64k/bp10/cfg/_svn/text-base/notes.txt.svn-base
Normal file
@@ -0,0 +1,10 @@
|
||||
Objekt Kamera
|
||||
0,7 0, 1, 2, 3, 4, 5
|
||||
7,2 6, 7, 8
|
||||
9,2 usw 10
|
||||
15 ?
|
||||
16,2 11-17
|
||||
18,2 11-17
|
||||
20,6 11-17
|
||||
26,4 18-22
|
||||
30,4 23, 11-17
|
||||
710
evoke-64k/bp10/cfg/_svn/text-base/param.txt.svn-base
Normal file
710
evoke-64k/bp10/cfg/_svn/text-base/param.txt.svn-base
Normal file
@@ -0,0 +1,710 @@
|
||||
#OCUR= 0
|
||||
#OCOUNT= 7
|
||||
#OCUR= 16
|
||||
#OCOUNT= 2
|
||||
|
||||
#----------------------------------
|
||||
#Spikerings
|
||||
#OCUR= 0
|
||||
#OCOUNT= 7
|
||||
|
||||
SIZE001= 36 6
|
||||
SIZE002= 36 6
|
||||
SIZE003= 72 6
|
||||
SIZE004= 72 6
|
||||
SIZE005= 144 6
|
||||
SIZE006= 144 6
|
||||
|
||||
#Spikerings- Groessen
|
||||
BASE001= 1 0
|
||||
BASE002= 1 1
|
||||
BASE003= 1 2
|
||||
BASE004= 1 3
|
||||
BASE005= 1 4
|
||||
BASE006= 1 5
|
||||
|
||||
BANK000= 16.0 16.0 8.0 16.0
|
||||
BANK001= 16.0 16.0 -8.0 16.0
|
||||
BANK002= 32.0 32.0 8.0 16.0
|
||||
BANK003= 32.0 32.0 -8.0 16.0
|
||||
BANK004= 48.0 48.0 8.0 16.0
|
||||
BANK005= 48.0 48.0 -8.0 16.0
|
||||
|
||||
#Spikerings - Offsets
|
||||
OFFSET001= -1 0
|
||||
OFFSET002= -1 0
|
||||
OFFSET003= -1 0
|
||||
OFFSET004= -1 0
|
||||
OFFSET005= -1 0
|
||||
OFFSET006= -1 0
|
||||
|
||||
#Spikerings - Height
|
||||
HEIGHT001= 4 6
|
||||
HEIGHT002= 4 9
|
||||
HEIGHT003= 4 6
|
||||
HEIGHT004= 4 9
|
||||
HEIGHT005= 4 6
|
||||
HEIGHT006= 4 9
|
||||
|
||||
BANK006= 1.3 1.3 8.0 5.0
|
||||
BANK007= 27.0 23.0 0.15 1.3
|
||||
BANK008= 35.0 17.0 0.2 0.0
|
||||
|
||||
BANK009= 0.3 0.3 0.6 5.0
|
||||
BANK010= 27.0 23.0 0.15 1.3
|
||||
BANK011= 35.0 17.0 0.2 0.0
|
||||
|
||||
#Spikerings - Mix
|
||||
MIX001= 4 12
|
||||
MIX002= 4 15
|
||||
MIX003= 4 12
|
||||
MIX004= 4 15
|
||||
MIX005= 4 12
|
||||
MIX006= 1 15
|
||||
|
||||
BANK012= 0.075 0.0 0.9 0.0
|
||||
BANK013= 1.0 2.0 0.15 0.2
|
||||
BANK014= 0.0 2.0 0.05 0.1
|
||||
|
||||
BANK015= 0.075 0.0 0.1 0.0
|
||||
BANK016= 1.0 2.0 0.15 0.2
|
||||
BANK017= 0.0 2.0 0.05 0.1
|
||||
|
||||
#Spikerings - Colors
|
||||
COLOR001= 111 157 190
|
||||
COLOR002= 111 157 190
|
||||
COLOR003= 151 187 210
|
||||
COLOR004= 151 187 210
|
||||
COLOR005= 191 217 230
|
||||
COLOR006= 191 217 230
|
||||
|
||||
#Spikerings Animation
|
||||
|
||||
TRANS001= 1 20
|
||||
TRANS002= 1 20
|
||||
TRANS003= 1 24
|
||||
TRANS004= 1 24
|
||||
TRANS005= 1 28
|
||||
TRANS006= 1 28
|
||||
|
||||
BANK020= 0.0 0.0 0.0 0.0
|
||||
BANK021= 0.0 0.0 0.0 0.0
|
||||
BANK022= 0.0 0.0 0.0 0.0
|
||||
BANK023= 0.125 1.0 0.0 0.5
|
||||
|
||||
BANK024= 0.0 0.0 0.0 0.0
|
||||
BANK025= 0.0 0.0 0.0 0.0
|
||||
BANK026= 0.3 0.0 0.0 0.0
|
||||
BANK027= 0.125 1.0 0.0 0.25
|
||||
|
||||
BANK028= 0.0 0.0 0.0 0.0
|
||||
BANK029= 0.0 0.0 0.0 0.0
|
||||
BANK030= 0.6 0.0 0.0 0.0
|
||||
BANK031= 0.125 1.0 0.0 0.125
|
||||
|
||||
#Spikerings Sky
|
||||
|
||||
SIZE000= 48 48
|
||||
BASE000= 2 32
|
||||
OFFSET000= 4 33
|
||||
HEIGHT000= 4 36
|
||||
MIX000= 4 39
|
||||
COLOR000= 249 0 105
|
||||
|
||||
BANK032= 256.0 256.0 -256.0 16.0
|
||||
|
||||
BANK033= 8 8 0.0 0.75
|
||||
BANK034= 1.0 3.0 0.35 0.2
|
||||
BANK035= 2.0 2.0 0.25 0.5
|
||||
|
||||
BANK036= 8.0 8.0 16.0 5.0
|
||||
BANK037= 27.0 23.0 0.15 1.3
|
||||
BANK038= 35.0 17.0 0.2 0.0
|
||||
|
||||
BANK039= 0.025 0.0 0.05 0.0
|
||||
BANK040= 1.0 2.0 0.15 0.2
|
||||
BANK041= 0.0 2.0 0.05 0.1
|
||||
|
||||
#Spikerings
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#Twisted
|
||||
#OCUR= 7
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE007= 64 64
|
||||
BASE007= 1 50
|
||||
|
||||
BANK050= 0.05 0.05 -48.0 16.0
|
||||
|
||||
OFFSET007= 5 52
|
||||
BANK052= 24.0 8.0 2.0 0.6
|
||||
BANK053= 2.5 8.0 3.0 1.5
|
||||
|
||||
HEIGHT007= 0 51
|
||||
MIX007= 1 51
|
||||
BANK051= 0.25 0.05 0.0 0.0
|
||||
|
||||
COLOR007= 255 255 255
|
||||
|
||||
TRANS007= 1 60
|
||||
|
||||
BANK060= 0.0 0.0 0.0 0.0
|
||||
BANK061= 0.0 0.0 0.0 0.0
|
||||
BANK062= 0.0 0.0 0.0 0.0
|
||||
BANK063= 0.0 1.0 0.0 0.125
|
||||
|
||||
#Twisted Sky
|
||||
|
||||
SIZE008= 48 48
|
||||
BASE008= 2 32
|
||||
OFFSET008= 4 33
|
||||
HEIGHT008= 4 36
|
||||
MIX008= 4 39
|
||||
COLOR008= 96 96 96
|
||||
|
||||
BANK032= 192.0 192.0 -192.0 16.0
|
||||
|
||||
BANK033= 8 8 0.0 0.75
|
||||
BANK034= 1.0 3.0 0.35 0.2
|
||||
BANK035= 2.0 2.0 0.25 0.5
|
||||
|
||||
BANK036= 8.0 8.0 16.0 5.0
|
||||
BANK037= 27.0 23.0 0.15 1.3
|
||||
BANK038= 35.0 17.0 0.2 0.0
|
||||
|
||||
BANK039= 0.15 0.0 0.05 0.0
|
||||
BANK040= 1.0 2.0 0.15 0.2
|
||||
BANK041= 0.0 2.0 0.05 0.1
|
||||
|
||||
#Twisted
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#PlaneA
|
||||
#OCUR= 9
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE009= 96 96
|
||||
SIZE010= 96 96
|
||||
|
||||
BASE009= 0 70
|
||||
BASE010= 0 70
|
||||
|
||||
BANK070= 128.0 128.0 0.0 0.0
|
||||
|
||||
OFFSET009= 4 71
|
||||
OFFSET010= 4 71
|
||||
BANK071= 2.0 2.0 0 2.3
|
||||
BANK072= 2.0 3.0 0.35 1.7
|
||||
BANK073= 3.0 1.0 0.75 0.5
|
||||
|
||||
HEIGHT009= 0 74
|
||||
HEIGHT010= 0 74
|
||||
|
||||
MIX009= 1 74
|
||||
MIX010= 1 74
|
||||
|
||||
BANK074= 0.0 0.0 0.0 0.0
|
||||
|
||||
COLOR009= 255 255 255
|
||||
COLOR010= 255 255 255
|
||||
|
||||
TRANS009= 1 75
|
||||
TRANS010= 1 79
|
||||
|
||||
BANK075= 0.0 12.0 0.0 0.0
|
||||
BANK076= 0.0 0.0 0.0 0.0
|
||||
BANK077= 0.0 0.5 0.0 0.0
|
||||
BANK078= 0.25 0.0 0.0 0.125
|
||||
|
||||
BANK079= 0.0 -12.0 0.0 0.0
|
||||
BANK080= 0.0 0.0 0.0 0.0
|
||||
BANK081= 0.0 0.0 0.0 0.0
|
||||
BANK082= -0.25 0.0 0.0 0.125
|
||||
|
||||
|
||||
#PlaneA
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#PlaneB
|
||||
#OCUR= 11
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE011= 96 96
|
||||
SIZE012= 96 96
|
||||
|
||||
BASE011= 0 70
|
||||
BASE012= 0 70
|
||||
|
||||
OFFSET011= 4 71
|
||||
OFFSET012= 4 71
|
||||
|
||||
HEIGHT011= 0 83
|
||||
HEIGHT012= 0 83
|
||||
|
||||
MIX011= 1 83
|
||||
MIX012= 1 83
|
||||
|
||||
BANK083= 1.0 0.1 0.0 0.0
|
||||
|
||||
COLOR011= 255 255 255
|
||||
COLOR012= 255 255 255
|
||||
|
||||
TRANS011= 1 75
|
||||
TRANS012= 1 79
|
||||
|
||||
|
||||
#PlaneB
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#PlaneC
|
||||
#OCUR= 13
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE013= 96 96
|
||||
SIZE014= 96 96
|
||||
|
||||
BASE013= 0 70
|
||||
BASE014= 0 70
|
||||
|
||||
OFFSET013= 4 71
|
||||
OFFSET014= 4 71
|
||||
|
||||
HEIGHT013= 0 84
|
||||
HEIGHT014= 0 84
|
||||
|
||||
MIX013= 1 84
|
||||
MIX014= 1 84
|
||||
|
||||
BANK084= 8.0 1.0 0.0 0.0
|
||||
|
||||
COLOR013= 255 255 255
|
||||
COLOR014= 255 255 255
|
||||
|
||||
TRANS013= 1 75
|
||||
TRANS014= 1 79
|
||||
|
||||
|
||||
#PlaneC
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#PlaneD
|
||||
#OCUR= 15
|
||||
#OCOUNT= 1
|
||||
|
||||
SIZE015= 96 96
|
||||
|
||||
BASE015= 0 85
|
||||
|
||||
BANK085= 96.0 96.0 0.0 0.0
|
||||
|
||||
OFFSET015= 4 86
|
||||
BANK086= 1.5 1.5 0 1.3
|
||||
BANK087= 4.0 3.0 1.35 0.7
|
||||
BANK088= 6.0 2.0 -0.75 1.3
|
||||
|
||||
HEIGHT015= 0 87
|
||||
MIX015= 1 87
|
||||
|
||||
BANK087= 24.0 0.03 0.0 0.0
|
||||
|
||||
COLOR015= 255 255 255
|
||||
|
||||
|
||||
TRANS015= 1 88
|
||||
|
||||
BANK088= 0.0 -48.0 0.0 0.0
|
||||
BANK089= 0.0 0.0 0.0 0.0
|
||||
BANK090= 0.0 0.0 0.0 0.0
|
||||
BANK091= 0.0 0.0 0.0 0.125
|
||||
|
||||
|
||||
#PlaneD
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#SpikeCylinder
|
||||
#OCUR= 16
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE016= 32 48
|
||||
SIZE017= 64 32
|
||||
|
||||
BASE016= 1 92
|
||||
BASE017= 1 103
|
||||
|
||||
BANK092= 2.0 2.0 -64.0 0.0
|
||||
BANK103= 2.0 2.0 192.0 0.0
|
||||
|
||||
OFFSET016= 5 93
|
||||
OFFSET017= 5 104
|
||||
BANK093= 24.0 1.5 1.0 0.2
|
||||
BANK094= 1.0 2.0 3.0 1.0
|
||||
BANK104= 160.0 0.0 0.0 0.0
|
||||
BANK105= 0.0 0.0 0.0 0.0
|
||||
|
||||
HEIGHT016= 4 95
|
||||
HEIGHT017= 4 95
|
||||
|
||||
BANK095= 6.0 10.0 16.0 1.0
|
||||
BANK096= 3.0 1.0 0.27 1.0
|
||||
BANK097= 2.0 2.0 0.7 1.0
|
||||
|
||||
MIX016= 0 98
|
||||
MIX017= 1 98
|
||||
|
||||
BANK098= 1.0 0.2 0.0 0.0
|
||||
|
||||
COLOR016= 255 255 216
|
||||
COLOR017= 247 167 0
|
||||
|
||||
|
||||
TRANS016= 0 0
|
||||
TRANS017= 0 0
|
||||
|
||||
#BANK099= 0.0 0.0 0.0 0.0
|
||||
#BANK100= 0.0 0.0 0.0 0.0
|
||||
#BANK101= 0.0 0.0 0.0 0.0
|
||||
#BANK102= 0.0 0.0 0.0 0.125
|
||||
|
||||
|
||||
#SpikeCylinder
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#Blobding
|
||||
#OCUR= 18
|
||||
#OCOUNT= 2
|
||||
|
||||
SIZE018= 64 48
|
||||
SIZE019= 64 32
|
||||
|
||||
BASE018= 2 106
|
||||
BASE019= 1 107
|
||||
|
||||
BANK106= 24.0 8.0 8.0 0.0
|
||||
BANK107= 2.0 2.0 192.0 0.0
|
||||
|
||||
OFFSET018= 5 108
|
||||
OFFSET019= 5 110
|
||||
BANK108= 6.0 1.5 1.0 0.2
|
||||
BANK109= 1.0 2.0 3.0 1.0
|
||||
BANK110= 160.0 0.0 0.0 0.0
|
||||
BANK111= 0.0 0.0 0.0 0.0
|
||||
|
||||
HEIGHT018= 4 112
|
||||
HEIGHT019= 4 112
|
||||
|
||||
BANK112= 5.0 8.0 13.0 1.0
|
||||
BANK113= 3.0 1.0 0.27 1.0
|
||||
BANK114= 2.0 2.0 0.7 1.0
|
||||
|
||||
MIX018= 4 116
|
||||
MIX019= 4 116
|
||||
|
||||
BANK115= 0.2 0.75 0.0 0.0
|
||||
|
||||
BANK116= 0.15 0.15 0.325 2.0
|
||||
BANK117= 3.0 7.0 0.65 1.6
|
||||
BANK118= 5.0 2.0 0.85 1.4
|
||||
|
||||
COLOR018= 255 255 216
|
||||
COLOR019= 247 167 0
|
||||
|
||||
|
||||
TRANS016= 0 0
|
||||
TRANS017= 0 0
|
||||
|
||||
#BANK099= 0.0 0.0 0.0 0.0
|
||||
#BANK100= 0.0 0.0 0.0 0.0
|
||||
#BANK101= 0.0 0.0 0.0 0.0
|
||||
#BANK102= 0.0 0.0 0.0 0.125
|
||||
|
||||
|
||||
#Blobding
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#Tori
|
||||
#OCUR= 20
|
||||
#OCOUNT= 6
|
||||
|
||||
SIZE020= 20 80
|
||||
SIZE021= 20 80
|
||||
SIZE022= 20 80
|
||||
SIZE023= 20 80
|
||||
SIZE024= 20 80
|
||||
|
||||
COLOR020= 249 202 105
|
||||
COLOR021= 249 202 105
|
||||
COLOR022= 249 202 105
|
||||
COLOR023= 249 202 105
|
||||
COLOR024= 249 202 105
|
||||
|
||||
BASE020= 3 119
|
||||
BASE021= 3 119
|
||||
BASE022= 3 119
|
||||
BASE023= 3 119
|
||||
BASE024= 3 119
|
||||
|
||||
BANK119= 20.0 20.0 3.5 3.5
|
||||
|
||||
OFFSET020= 0 120
|
||||
OFFSET021= 0 120
|
||||
OFFSET022= 0 120
|
||||
OFFSET023= 0 120
|
||||
OFFSET024= 0 120
|
||||
|
||||
BANK120= 0.0 0.0 0.0 0.0
|
||||
|
||||
HEIGHT020= 4 121
|
||||
HEIGHT021= 4 121
|
||||
HEIGHT022= 4 121
|
||||
HEIGHT023= 4 121
|
||||
HEIGHT024= 4 121
|
||||
|
||||
BANK121= 0.3 0.3 1.3 17.0
|
||||
BANK122= 31.0 37.0 0.047 0.13
|
||||
BANK123= 27.0 43.0 0.07 0.087
|
||||
|
||||
MIX020= 0 124
|
||||
MIX021= 0 124
|
||||
MIX022= 0 124
|
||||
MIX023= 0 124
|
||||
MIX024= 0 124
|
||||
|
||||
BANK124= 0.125 0.0 0.0 0.0
|
||||
|
||||
|
||||
TRANS020= 1 125
|
||||
TRANS021= 1 129
|
||||
TRANS022= 1 133
|
||||
TRANS023= 1 137
|
||||
TRANS024= 1 141
|
||||
|
||||
BANK125= 0.0 0.0 0.0 0.0
|
||||
BANK126= 0.0 0.0 0.0 0.0
|
||||
BANK127= 0.0 0.0 0.0 0.0
|
||||
BANK128= -1.0 0.0 0.0 0.125
|
||||
|
||||
BANK129= 0.0 12.0 0.0 0.0
|
||||
BANK130= 0.0 0.0 0.0 0.0
|
||||
BANK131= 0.0 0.0 0.0 0.0
|
||||
BANK132= 1.0 0.0 0.0 0.0625
|
||||
|
||||
BANK133= 0.0 -12.0 0.0 0.0
|
||||
BANK134= 0.0 0.0 0.0 0.0
|
||||
BANK135= 0.0 0.0 0.0 0.0
|
||||
BANK136= 1.0 0.0 0.0 0.0625
|
||||
|
||||
BANK137= 0.0 24.0 0.0 0.0
|
||||
BANK138= 0.0 0.0 0.0 0.0
|
||||
BANK139= 0.0 0.0 0.0 0.0
|
||||
BANK140= -1.0 0.0 0.0 0.0625
|
||||
|
||||
BANK141= 0.0 -24.0 0.0 0.0
|
||||
BANK142= 0.0 0.0 0.0 0.0
|
||||
BANK143= 0.0 0.0 0.0 0.0
|
||||
BANK144= -1.0 0.0 0.0 0.0625
|
||||
|
||||
#Tori Sky
|
||||
|
||||
SIZE025= 48 48
|
||||
BASE025= 2 148
|
||||
OFFSET025= 5 150
|
||||
HEIGHT025= 5 152
|
||||
MIX025= 0 149
|
||||
COLOR025= 130 180 255
|
||||
|
||||
BANK148= 224.0 256.0 -224.0 0.0
|
||||
BANK149= 0.5 0.0 0.0 0.0
|
||||
|
||||
BANK150= 32.0 2.0 4.0 1.7
|
||||
BANK151= 0.1 4.0 5.0 1.1
|
||||
|
||||
BANK152= 96.0 4.0 4.0 1.3
|
||||
BANK153= 0.1 8.0 7.0 2.0
|
||||
|
||||
#Tori
|
||||
#----------------------------------
|
||||
|
||||
#----------------------------------
|
||||
#TripleTori
|
||||
#OCUR= 26
|
||||
#OCOUNT= 4
|
||||
|
||||
SIZE026= 48 80
|
||||
|
||||
BASE026= 3 154
|
||||
|
||||
BANK154= 48.0 48.0 -24.0 24.0
|
||||
|
||||
OFFSET026= -1 0
|
||||
|
||||
HEIGHT026= 4 155
|
||||
|
||||
BANK155= 0.5 0.5 2.0 17.0
|
||||
BANK156= 31.0 37.0 0.047 0.13
|
||||
BANK157= 27.0 43.0 0.07 0.087
|
||||
|
||||
MIX026= 0 158
|
||||
|
||||
|
||||
BANK158= 0.05 1.2 0.0 0.0
|
||||
|
||||
COLOR026= 249 202 105
|
||||
|
||||
|
||||
TRANS026= 1 159
|
||||
|
||||
BANK159= 0.0 0.0 0.0 0.0
|
||||
BANK160= 0.0 0.0 0.0 0.0
|
||||
BANK161= 0.0 0.0 0.0 0.0
|
||||
BANK162= 1.0 0.0 0.0 0.0625
|
||||
|
||||
SIZE027= 24 160
|
||||
SIZE028= 24 160
|
||||
SIZE029= 24 160
|
||||
|
||||
BASE027= 3 163
|
||||
BASE028= 3 164
|
||||
BASE029= 3 165
|
||||
|
||||
BANK163= 38.0 38.0 3.0 3.0
|
||||
BANK164= 48.0 48.0 3.0 3.0
|
||||
BANK165= 58.0 58.0 3.0 3.0
|
||||
|
||||
OFFSET027= -1 0
|
||||
OFFSET028= -1 0
|
||||
OFFSET029= -1 0
|
||||
|
||||
HEIGHT027= 4 166
|
||||
HEIGHT028= 4 166
|
||||
HEIGHT029= 4 166
|
||||
|
||||
BANK166= 0.15 0.15 0.4 3.0
|
||||
BANK167= 11.0 15.0 0.047 0.13
|
||||
BANK168= 17.0 13.0 0.07 0.087
|
||||
|
||||
MIX027= 0 169
|
||||
MIX028= 1 169
|
||||
MIX029= 2 169
|
||||
|
||||
BANK169= 0.05 0.1 0.2 0.0
|
||||
|
||||
COLOR027= 255 255 216
|
||||
COLOR028= 247 167 0
|
||||
COLOR029= 191 217 230
|
||||
|
||||
|
||||
TRANS027= 1 170
|
||||
TRANS028= 1 174
|
||||
TRANS029= 1 178
|
||||
|
||||
BANK170= 0.0 0.0 0.0 0.0
|
||||
BANK171= 0.0 0.0 0.0 0.0
|
||||
BANK172= 0.0 0.0 0.0 0.0
|
||||
BANK173= -1.0 0.0 0.0 0.0625
|
||||
|
||||
BANK174= 0.0 0.0 0.0 0.0
|
||||
BANK175= 0.0 0.0 0.0 0.0
|
||||
BANK176= 0.0 0.0 0.0 0.0
|
||||
BANK177= 1.5 0.0 0.0 0.0625
|
||||
|
||||
BANK178= 0.0 0.0 0.0 0.0
|
||||
BANK179= 0.0 0.0 0.0 0.0
|
||||
BANK180= 0.0 0.0 0.0 0.0
|
||||
BANK181= -2.25 0.0 0.0 0.0625
|
||||
|
||||
|
||||
#TripleTori
|
||||
#----------------------------------
|
||||
|
||||
|
||||
#----------------------------------
|
||||
#Spikespere
|
||||
OCUR= 30
|
||||
OCOUNT= 4
|
||||
|
||||
SIZE030= 64 40
|
||||
SIZE031= 64 40
|
||||
|
||||
BASE030= 2 182
|
||||
BASE031= 2 189
|
||||
|
||||
BANK182= 32.0 32.0 32.0 8.0
|
||||
BANK189= 32.0 32.0 32.0 8.0
|
||||
|
||||
OFFSET030= 4 183
|
||||
OFFSET031= 4 183
|
||||
|
||||
BANK183= 4.0 4.0 0.0 0.75
|
||||
BANK184= 1.0 2.0 0.047 0.13
|
||||
BANK185= 1.0 1.0 0.07 0.087
|
||||
|
||||
HEIGHT030= 4 186
|
||||
HEIGHT031= 4 190
|
||||
|
||||
BANK186= 0.25 0.25 4.0 17.0
|
||||
BANK187= 31.0 33.0 0.047 0.13
|
||||
BANK188= 27.0 43.0 0.07 0.087
|
||||
|
||||
BANK190= 6.0 6.0 12.0 4.0
|
||||
BANK191= -0.02 1.0 0.047 0.13
|
||||
BANK192= 0.01 0.02 0.07 0.087
|
||||
|
||||
MIX030= 0 193
|
||||
MIX031= 1 193
|
||||
|
||||
BANK193= 0.125 1.0 0.0 0.0
|
||||
|
||||
COLOR030= 249 202 105
|
||||
COLOR031= 247 167 0
|
||||
|
||||
|
||||
TRANS030= 0 0
|
||||
TRANS031= 0 0
|
||||
|
||||
#Spike Sky
|
||||
|
||||
SIZE032= 64 64
|
||||
BASE032= 2 194
|
||||
OFFSET032= 5 196
|
||||
HEIGHT032= 5 198
|
||||
MIX032= 0 195
|
||||
COLOR032= 130 180 255
|
||||
|
||||
BANK194= 96.0 256.0 -224.0 0.0
|
||||
BANK195= 0.1 0.0 0.0 0.0
|
||||
|
||||
BANK196= 32.0 2.0 4.0 1.7
|
||||
BANK197= 0.1 4.0 5.0 1.1
|
||||
|
||||
BANK198= 14.0 2.0 2.0 1.3
|
||||
BANK199= 0.1 8.0 7.0 2.0
|
||||
|
||||
SIZE033= 64 64
|
||||
BASE033= 2 200
|
||||
OFFSET033= 5 202
|
||||
HEIGHT033= 5 204
|
||||
MIX033= 0 201
|
||||
COLOR033= 180 210 255
|
||||
|
||||
BANK200= 96.0 256.0 -224.0 0.0
|
||||
BANK201= 0.75 0.0 0.0 0.0
|
||||
|
||||
BANK202= 32.0 2.0 4.0 1.7
|
||||
BANK203= 0.1 4.0 5.0 1.1
|
||||
|
||||
BANK204= 18.0 8.0 8.0 0.3
|
||||
BANK205= 2.0 5.0 7.0 0.7
|
||||
|
||||
|
||||
|
||||
#Spikespere
|
||||
#----------------------------------
|
||||
175
evoke-64k/bp10/cfg/_svn/text-base/port.txt.svn-base
Normal file
175
evoke-64k/bp10/cfg/_svn/text-base/port.txt.svn-base
Normal file
@@ -0,0 +1,175 @@
|
||||
PCUR= 2
|
||||
|
||||
PSCALE000= 204
|
||||
PPOS000= -382 117 -180 80
|
||||
PTEX000= 0
|
||||
PWORD000=Ich habe hier schonmal<br>was vorberechnet!
|
||||
PTICK000= 112
|
||||
|
||||
PSCALE001= 0
|
||||
PPOS001= 0 0 0 0
|
||||
PTEX001= -1
|
||||
PWORD001=
|
||||
PTICK001= 16
|
||||
|
||||
PSCALE002= 204
|
||||
PPOS002= 353 117 40 60
|
||||
PTEX002= 1
|
||||
PWORD002=Music:<br>Turri
|
||||
PTICK002= 64
|
||||
|
||||
PSCALE003= 204
|
||||
PPOS003= -402 117 -200 60
|
||||
PTEX003= 2
|
||||
PWORD003=Code: <br>TGGC
|
||||
PTICK003= 64
|
||||
|
||||
PSCALE004= 0
|
||||
PPOS004= 0 0 -135 -100
|
||||
PTEX004= 0
|
||||
PWORD004= Evoke 2009
|
||||
PTICK004= 32
|
||||
PSCALE005= 0
|
||||
PPOS005= 0 0 -280 -100
|
||||
PTEX005= 0
|
||||
PWORD005= CMath 4k Intro Wannabe
|
||||
PTICK005= 64
|
||||
|
||||
PSCALE006= 0
|
||||
PPOS006= 0 0 0 0
|
||||
PTEX006= -1
|
||||
PWORD006=
|
||||
PTICK006= 48
|
||||
|
||||
PSCALE007= 204
|
||||
PPOS007= -310 117 -90 80
|
||||
PTEX007= 11
|
||||
PWORD007= I are serious cat.
|
||||
PTICK007= 48
|
||||
PSCALE008= 204
|
||||
PPOS008= -310 117 -90 80
|
||||
PTEX008= 11
|
||||
PWORD008= This is serious prod.
|
||||
PTICK008= 48
|
||||
|
||||
|
||||
PSCALE009= 204
|
||||
PPOS009= 396 117 80 80
|
||||
PTEX009= 9
|
||||
PWORD009=BASS!
|
||||
PTICK009= 64
|
||||
|
||||
PSCALE010= 204
|
||||
PPOS010= -372 117 -180 80
|
||||
PTEX010= 3
|
||||
PWORD010=I like this BASS.
|
||||
PTICK010= 64
|
||||
|
||||
PSCALE011= 204
|
||||
PPOS011= 366 117 -220 60
|
||||
PTEX011= 5
|
||||
PWORD011=Nooo, they be<br>stealing my BASS!
|
||||
PTICK011= 64
|
||||
|
||||
PSCALE012= 0
|
||||
PPOS012= 0 0 0 0
|
||||
PTEX012= -1
|
||||
PWORD012=
|
||||
PTICK012= 64
|
||||
|
||||
PSCALE013= 204
|
||||
PPOS013= 390 117 -180 60
|
||||
PTEX013= 6
|
||||
PWORD013=.the .product<br>makes me happy.
|
||||
PTICK013= 64
|
||||
|
||||
PSCALE014= 204
|
||||
PPOS014= 390 117 -200 80
|
||||
PTEX014= 6
|
||||
PWORD014=See my happy face!
|
||||
PTICK014= 64
|
||||
|
||||
PSCALE015= 0
|
||||
PPOS015= 0 0 0 0
|
||||
PTEX015= -1
|
||||
PWORD015=
|
||||
PTICK015= 64
|
||||
|
||||
PSCALE016= 204
|
||||
PPOS016= 386 117 -140 60
|
||||
PTEX016= 7
|
||||
PWORD016=Old MacGyver<br>jokes are old.
|
||||
PTICK016= 64
|
||||
|
||||
|
||||
PSCALE017= 204
|
||||
PPOS017= -330 117 -100 60
|
||||
PTEX017= 14
|
||||
PWORD017=Demo on, hats off<br>and Roundhouse Kick!
|
||||
PTICK017= 64
|
||||
|
||||
PSCALE018= 204
|
||||
PPOS018= 320 74 -300 60
|
||||
PTEX018= 15
|
||||
PWORD018=That is only a <br>piggy at pouet.net
|
||||
PTICK018= 64
|
||||
|
||||
PSCALE019= 204
|
||||
PPOS019= -379 117 -180 60
|
||||
PTEX019= 13
|
||||
PWORD019=Hey, you know my<br>new movie?
|
||||
PTICK019= 48
|
||||
|
||||
PSCALE020= 204
|
||||
PPOS020= -379 117 -180 60
|
||||
PTEX020= 13
|
||||
PWORD020=Uh, wrong demoparty...
|
||||
PTICK020= 48
|
||||
|
||||
PSCALE021= 0
|
||||
PPOS021= 0 0 0 0
|
||||
PTEX021= -1
|
||||
PWORD021=
|
||||
PTICK021= 32
|
||||
|
||||
PSCALE022= 204
|
||||
PPOS022= -310 117 -90 80
|
||||
PTEX022= 11
|
||||
PWORD022=Time for ribbons now.
|
||||
PTICK022= 64
|
||||
|
||||
PSCALE023= 204
|
||||
PPOS023= 378 117 -150 60
|
||||
PTEX023= 4
|
||||
PWORD023=Dude, there are <br>no ribbons here.
|
||||
PTICK023= 64
|
||||
|
||||
PSCALE024= 204
|
||||
PPOS024= -380 117 -200 60
|
||||
PTEX024= 8
|
||||
PWORD024=We have captains which<br>can beat your captains.
|
||||
PTICK024= 64
|
||||
|
||||
PSCALE025= 204
|
||||
PPOS025= 326 117 -230 80
|
||||
PTEX025= 12
|
||||
PWORD025=Schnauze Lübke!
|
||||
PTICK025= 64
|
||||
|
||||
PSCALE026= 0
|
||||
PPOS026= 0 0 -490 -270
|
||||
PTEX026= 0
|
||||
PWORD026=Conspiracy<br>Fairlight<br>Farbrausch<br>Kakiarts<br>Nuance<br>RGBA<br>Still<br>TBC<br>Titan
|
||||
PTICK026= 96
|
||||
|
||||
PSCALE027= 204
|
||||
PPOS027= -352 117 -150 60
|
||||
PTEX027= 10
|
||||
PWORD027=I love it when<br>a plan comes together!
|
||||
PTICK027= 72
|
||||
|
||||
PSCALE028= 0
|
||||
PPOS028= 0 0 0 0
|
||||
PTEX028= -1
|
||||
PWORD028=
|
||||
PTICK028= 255
|
||||
147
evoke-64k/bp10/cfg/_svn/text-base/psao.txt.svn-base
Normal file
147
evoke-64k/bp10/cfg/_svn/text-base/psao.txt.svn-base
Normal file
@@ -0,0 +1,147 @@
|
||||
float4 res : register(c0);
|
||||
|
||||
sampler2D colorSampler : register(s0);
|
||||
sampler2D depthSampler : register(s1);
|
||||
sampler2D ditherSampler : register(s2);
|
||||
|
||||
static float g_fRadiusBase = 0.005f;
|
||||
static float g_fRadiusScale = 0.25f;
|
||||
static float g_fFallOff = 0.7f;
|
||||
static float g_fIntensity = 1.25f;
|
||||
static float g_fGrain = 0.01f;
|
||||
static float g_fRange = 1024.0f;
|
||||
static float g_fBlurSensitivity = 250.f;
|
||||
|
||||
static const float3 vSamplePoints[12] = {
|
||||
float3(0.083333f, 0.000000f, 0.083333f),
|
||||
float3(-0.144338f, -0.083333f, 0.166667f),
|
||||
float3(0.125000f, 0.216506f, 0.250000f),
|
||||
float3(0.000000f, -0.333333f, 0.333333f),
|
||||
float3(-0.208333f, 0.360844f, 0.416667f),
|
||||
float3(0.433013f, -0.250000f, 0.500000f),
|
||||
float3(-0.583333f, -0.000000f, 0.583333f),
|
||||
float3(0.577350f, 0.333333f, 0.666667f),
|
||||
float3(-0.375000f, -0.649519f, 0.750000f),
|
||||
float3(-0.000000f, 0.833333f, 0.833333f),
|
||||
float3(0.458333f, -0.793857f, 0.916667f),
|
||||
float3(-0.866025f, 0.500000f, 1.000000f)
|
||||
};
|
||||
|
||||
float4 ps_main(float2 TexCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// Sample random 2D matrix
|
||||
float4 vRotation = tex2D(ditherSampler, TexCoord * res.xy / 32.0f) * 2.0f - 1.0f;
|
||||
float2x2 mRotation = float2x2(vRotation.xy, vRotation.zw);
|
||||
|
||||
// Sample pixel depth
|
||||
float fDepth = tex2D(depthSampler, TexCoord).x;
|
||||
|
||||
// Transform radius to screen space
|
||||
float3 fScaledRadius = g_fRadiusBase + g_fRadiusScale / ( 8.0f + fDepth );
|
||||
|
||||
// Limit radius to reasonable sampling kernels
|
||||
fScaledRadius = clamp(fScaledRadius, 4.0f * res.z, 64.0f * res.w);
|
||||
|
||||
// Transform sampling vector length back to world space
|
||||
fScaledRadius.z *= fDepth;
|
||||
|
||||
float fOcclusion = 0.0f;
|
||||
float fSampleWeight = 1.f / 18.849556f; // atan version
|
||||
// float fSampleWeight = 1.f / 12.f;
|
||||
|
||||
// Loop over samples
|
||||
for(int i = 0; i < 12; )
|
||||
{
|
||||
float4 fSampleDepth, fSampleRadius;
|
||||
|
||||
// Vectorize occlusion code
|
||||
[unroll] for(int j = 0; j < 4; j++, i++)
|
||||
{
|
||||
// Randomly rotate scaled sample points
|
||||
float3 vSampleOffset = fScaledRadius * vSamplePoints[i];
|
||||
vSampleOffset.xy = mul(vSampleOffset.xy, mRotation);
|
||||
|
||||
// Sample depth texture
|
||||
fSampleDepth[j] = tex2D(depthSampler, TexCoord + vSampleOffset.xy).x;
|
||||
fSampleRadius[j] = vSampleOffset.z;
|
||||
}
|
||||
|
||||
// Compute occlusion
|
||||
float4 fDeltaDepth = (fDepth - fSampleDepth) / fSampleRadius;
|
||||
float4 fAttenuation = g_fFallOff * fDeltaDepth;
|
||||
|
||||
float4 fBlocking = atan(fDeltaDepth) / (1.0f + max(0.0f, fAttenuation)); // atan version
|
||||
// float4 fBlocking = fDeltaDepth / ( (1.0f + abs(fDeltaDepth)) * (1.0f + max(0.0f, fAttenuation)) );
|
||||
|
||||
fOcclusion += dot(fBlocking, fSampleWeight);
|
||||
}
|
||||
|
||||
// Avoid ugly smudge artifacts
|
||||
float2 fPixelPos = TexCoord * 2.0f - 1.0f;
|
||||
float fBorderAttenuation = 1.0f - 0.7071f * dot(fPixelPos, fPixelPos);
|
||||
|
||||
// Write to intermediate buffer
|
||||
float fAO = saturate(g_fIntensity * fOcclusion + g_fGrain) * fBorderAttenuation * step(fDepth, g_fRange);
|
||||
return float4((float3)fAO, 0.f);
|
||||
}
|
||||
|
||||
float4 ps_blur(float2 TexCoord, uniform bool bVertical)
|
||||
{
|
||||
float2 fStepSize = float2(1.f, bVertical ? -1.f : 1.f) * res.zw;
|
||||
|
||||
float3 fCenterDepths;
|
||||
|
||||
// Fetch 3 center depths
|
||||
fCenterDepths.x = tex2D(depthSampler, TexCoord - fStepSize).x;
|
||||
fCenterDepths.y = tex2D(depthSampler, TexCoord).x;
|
||||
fCenterDepths.z = tex2D(depthSampler, TexCoord + fStepSize).x;
|
||||
|
||||
float3 fDepthContinuities, fDepthDeltas;
|
||||
|
||||
// Compute 3 depth continuity values
|
||||
fDepthContinuities.x = tex2D(depthSampler, TexCoord - 2.0f * fStepSize).x;
|
||||
fDepthContinuities.y = fCenterDepths.x;
|
||||
fDepthContinuities.z = tex2D(depthSampler, TexCoord + 2.0f * fStepSize).x;
|
||||
fDepthDeltas = fDepthContinuities - fCenterDepths.yzy;
|
||||
fDepthContinuities += fCenterDepths.yzy - 2.0f * fCenterDepths;
|
||||
|
||||
// Correct AA issues
|
||||
fDepthContinuities = abs(fDepthContinuities);
|
||||
fDepthDeltas = abs(fDepthDeltas);
|
||||
fDepthDeltas -= min(min(fDepthDeltas.x, fDepthDeltas.y), fDepthDeltas.z);
|
||||
|
||||
// Compute 3 weights
|
||||
float3 fWeights = 1.0f / (1.0f + g_fBlurSensitivity * (fDepthContinuities + 16.f * fDepthDeltas));
|
||||
|
||||
float fOutput = 0.0f;
|
||||
float3 fSamples;
|
||||
float3 fSampleWeights = float3(3.0f, 1.5f, 1.0f);
|
||||
|
||||
// Blend 5 color samples respecting to the 3 depth continuity weights
|
||||
fSamples.x = tex2D(colorSampler, TexCoord - 2.0f * fStepSize).x;
|
||||
fSamples.y = tex2D(colorSampler, TexCoord - fStepSize).x;
|
||||
fSamples.z = tex2D(colorSampler, TexCoord).x;
|
||||
fOutput += dot(fSamples, fWeights.x);
|
||||
|
||||
fSamples.x = tex2D(colorSampler, TexCoord + fStepSize).x;
|
||||
fOutput += dot(fSamples, fWeights.y);
|
||||
|
||||
fSamples.y = tex2D(colorSampler, TexCoord + 2.0f * fStepSize).x;
|
||||
fOutput += dot(fSamples, fWeights.z);
|
||||
|
||||
// Average output weight
|
||||
float fOutputWeight = dot(fWeights, 1.0f);
|
||||
|
||||
// Average output
|
||||
fOutput /= 3.0f * fOutputWeight;
|
||||
|
||||
// Correction weight
|
||||
float fCorrectionWeight = saturate(1.0f - fOutputWeight);
|
||||
|
||||
// Write to color buffer
|
||||
fOutput = (1.0f - fCorrectionWeight) * fOutput + fCorrectionWeight * fSamples.z;
|
||||
return float4((float3)fOutput, 0.f);
|
||||
}
|
||||
|
||||
float4 ps_blur_hor(float2 TexCoord : TEXCOORD0) : COLOR0 { return ps_blur(TexCoord, false); }
|
||||
float4 ps_blur_ver(float2 TexCoord : TEXCOORD0) : COLOR0 { return ps_blur(TexCoord, true); }
|
||||
59
evoke-64k/bp10/cfg/_svn/text-base/psblur.txt.svn-base
Normal file
59
evoke-64k/bp10/cfg/_svn/text-base/psblur.txt.svn-base
Normal file
@@ -0,0 +1,59 @@
|
||||
float4 res : register(c0);
|
||||
float4 glow : register(c31);
|
||||
|
||||
sampler2D colorSampler : register(s0);
|
||||
sampler2D guideSampler : register(s4);
|
||||
|
||||
static float2 fGaussianWeights[] = {
|
||||
float2(-3.0f, 0.015625f),
|
||||
float2(-2.0f, 0.09375f),
|
||||
float2(-1.0f, 0.234375f),
|
||||
float2(0.0f, 0.3125f),
|
||||
float2(1.0f, 0.234375f),
|
||||
float2(2.0f, 0.09375f),
|
||||
float2(3.0f, 0.015625f)
|
||||
};
|
||||
|
||||
float4 ps_blur(float2 t : TEXCOORD0, uniform float2 vDir) : COLOR0
|
||||
{
|
||||
float2 vDelta = vDir * res.zw;
|
||||
float4 fColor = 0.f;
|
||||
|
||||
for(int i = 0; i < 7; i++)
|
||||
fColor += fGaussianWeights[i].y
|
||||
* tex2D(colorSampler, t + fGaussianWeights[i].x * vDelta);
|
||||
|
||||
return fColor;
|
||||
}
|
||||
float4 ps_blur_hor(float2 t : TEXCOORD0) : COLOR0 { return ps_blur(t, float2(1.f, 0.f)); }
|
||||
float4 ps_blur_ver(float2 t : TEXCOORD0) : COLOR0 { return ps_blur(t, float2(0.f, 1.f)); }
|
||||
|
||||
float4 ps_blur_bil(float2 t : TEXCOORD0, uniform float2 vDir) : COLOR0
|
||||
{
|
||||
float2 vDelta = vDir * res.zw;
|
||||
float4 fGuide = tex2D(guideSampler, t);
|
||||
|
||||
float4 fColor = 0.f;
|
||||
float fWeight = 0.f;
|
||||
|
||||
for(int i = 0; i < 7; i++)
|
||||
{
|
||||
float2 to = t + vDelta * fGaussianWeights[i].x;
|
||||
float4 fSample = tex2D(colorSampler, to);
|
||||
float fSampleWeight = (1.f - saturate(4.f * (fGuide.w - fSample.w))) * fGaussianWeights[i].y;
|
||||
fColor += fSample * fSampleWeight;
|
||||
fWeight += fSampleWeight;
|
||||
}
|
||||
|
||||
return lerp(fGuide, fColor / fWeight, fWeight);
|
||||
}
|
||||
float4 ps_blur_bil_hor(float2 t : TEXCOORD0) : COLOR0 { return ps_blur_bil(t, float2(1.f, 0.f)); }
|
||||
float4 ps_blur_bil_ver(float2 t : TEXCOORD0) : COLOR0 { return ps_blur_bil(t, float2(0.f, 1.f)); }
|
||||
|
||||
float4 ps_extract_inv_alpha(float2 t : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 c = tex2D(colorSampler, t);
|
||||
c.a = 1.f - c.a;
|
||||
c.xyz *= c.a;
|
||||
return c * glow;
|
||||
}
|
||||
4
evoke-64k/bp10/cfg/_svn/text-base/psdepth.txt.svn-base
Normal file
4
evoke-64k/bp10/cfg/_svn/text-base/psdepth.txt.svn-base
Normal file
@@ -0,0 +1,4 @@
|
||||
float4 ps_main(float4 s : TEXCOORD3):color
|
||||
{
|
||||
return s.z;
|
||||
}
|
||||
105
evoke-64k/bp10/cfg/_svn/text-base/psdof.txt.svn-base
Normal file
105
evoke-64k/bp10/cfg/_svn/text-base/psdof.txt.svn-base
Normal file
@@ -0,0 +1,105 @@
|
||||
float4 res : register(c0);
|
||||
float2 Dist : register(c3);
|
||||
|
||||
sampler2D colorSampler : register(s0);
|
||||
sampler2D depthSampler : register(s1);
|
||||
sampler2D blurSampler : register(s4);
|
||||
|
||||
// Tweakables
|
||||
static float g_fRadius = 0.005f;
|
||||
static float g_fLowRadiusScaling = 0.4f;
|
||||
static float g_fNearPlane = 1.0f;
|
||||
static float g_fFocalPlane = Dist.y;
|
||||
static float g_fDistScale = 1.0f / pow( g_fFocalPlane , 2.5f );
|
||||
static float g_fFarPlane= 128.0f;
|
||||
|
||||
static const float2 vPoissonDisc[] = {
|
||||
float2(-0.326212f, -0.40581f),
|
||||
float2(-0.840144f, -0.07358f),
|
||||
float2(-0.695914f, 0.457137f),
|
||||
float2(-0.203345f, 0.620716f),
|
||||
float2(0.96234f, -0.194983f),
|
||||
float2(0.473434f, -0.480026f),
|
||||
float2(0.519456f, 0.767022f),
|
||||
float2(0.185461f, -0.893124f),
|
||||
float2(0.507431f, 0.064425f),
|
||||
float2(0.89642f, 0.412458f),
|
||||
float2(-0.32194f, -0.932615f),
|
||||
float2(-0.791559f, -0.59771f)
|
||||
};
|
||||
|
||||
float4 ps_blur_intensity(float2 TexCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// Sample pixel depth
|
||||
float fDepth = tex2D(depthSampler, TexCoord).x;
|
||||
|
||||
// Anti-aliasing
|
||||
float4 fDDTexCoords1 = TexCoord.xyxy, fDDTexCoords2 = TexCoord.xyxy;
|
||||
fDDTexCoords1.zw -= res.zw; fDDTexCoords2.zw += res.zw;
|
||||
float4 fDDDepth4 = fDepth - float4(
|
||||
tex2D(depthSampler, fDDTexCoords1.zy).x, tex2D(depthSampler, fDDTexCoords1.xw).x,
|
||||
tex2D(depthSampler, fDDTexCoords2.zy).x, tex2D(depthSampler, fDDTexCoords2.xw).x );
|
||||
// fDDDepth4 = lerp(fDDDepth4, abs(fDDDepth4), (fDDDepth4 * fDDDepth4.zwxy) > 0.f);
|
||||
float2 fDeltaDepth2 = max(fDDDepth4.xy, fDDDepth4.zw);
|
||||
float fDeltaDepth = max(fDeltaDepth2.x, fDeltaDepth2.y);
|
||||
|
||||
float fIntensity;
|
||||
|
||||
if(fDepth < g_fFocalPlane)
|
||||
{
|
||||
// Close-up blur
|
||||
fIntensity = (fDepth - g_fFocalPlane) / (g_fFocalPlane - g_fNearPlane);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Distance blur
|
||||
float2 fDistances = (fDepth - g_fFocalPlane);
|
||||
fDistances.y -= max(fDeltaDepth, 0.f);
|
||||
float2 fIntensities = saturate(fDistances * g_fDistScale );
|
||||
fIntensity = lerp(fIntensities.y, fIntensities.x, fIntensities.y);
|
||||
}
|
||||
|
||||
// Bias to valid range
|
||||
return float4(
|
||||
tex2D(colorSampler, TexCoord).xyz,
|
||||
saturate(0.5f + 0.5f * fIntensity) );
|
||||
}
|
||||
|
||||
float4 ps_main(float2 TexCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// Center pixel depth
|
||||
float fDepth = tex2D(colorSampler, TexCoord).w;
|
||||
|
||||
// Scale sampling radius
|
||||
float fRadius = abs(2.0f * g_fRadius * fDepth - g_fRadius);
|
||||
float fLowRadius = fRadius * g_fLowRadiusScaling;
|
||||
|
||||
float4 fColor = 0.0f;
|
||||
float fAmount = 0.0f;
|
||||
|
||||
// Loop over samples
|
||||
for(int i = 0; i < 12; i++)
|
||||
{
|
||||
// Sample on poisson disc
|
||||
float2 fHighSampleTexCoord = TexCoord + fRadius * vPoissonDisc[i];
|
||||
float2 fLowSampleTexCoord = TexCoord + fLowRadius * vPoissonDisc[i];
|
||||
|
||||
// Sample blurred and unblurred texture
|
||||
float4 fHighSample = tex2D(colorSampler, fHighSampleTexCoord);
|
||||
float4 fLowSample = tex2D(blurSampler, fLowSampleTexCoord);
|
||||
|
||||
// Blend between blurred and unblurred texture
|
||||
float fSampleBlurIntensity = abs(2.f * fHighSample.w - 1.f);
|
||||
// * saturate(1.f - 3.f * (fHighSample.w - fLowSample.w));
|
||||
float4 fSample = lerp(fHighSample, fLowSample, fSampleBlurIntensity);
|
||||
|
||||
// Compute smart weight to avoid cross-edge leaking
|
||||
float fWeight = fSample.w < fDepth ? abs(2.f * fSample.w - 1.f) : 1.f;
|
||||
|
||||
// Sum up
|
||||
fColor += fSample * fWeight;
|
||||
fAmount += fWeight;
|
||||
}
|
||||
|
||||
return fColor / fAmount;
|
||||
}
|
||||
80
evoke-64k/bp10/cfg/_svn/text-base/psgrass.txt.svn-base
Normal file
80
evoke-64k/bp10/cfg/_svn/text-base/psgrass.txt.svn-base
Normal file
@@ -0,0 +1,80 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
|
||||
sampler2D randomSampler : register(s0);
|
||||
sampler1D diffSampler : register(s2);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float3 g_fColor = float3(0.45f, 0.5f, 0.18f); // float3(.2f, .5f, .1f);
|
||||
static float g_fTexScale = .25f;
|
||||
static float g_fDensity = 3.f;
|
||||
|
||||
static float2 g_fInnerOuterRadiusSq = float2(240.f * 240.f, 380.f * 380.f);
|
||||
|
||||
static float4 g_fHaze = float4(0.765f, 0.808f, 0.871f, -0.3f);
|
||||
static float2 g_fHazeDensityIntensity = float2(0.25f, 0.6f);
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float noise(float2 t)
|
||||
{
|
||||
float4 r = tex2D(randomSampler, .03125f * t);
|
||||
float lr = dot(r, float4(1.f, 10.f, 100.f, 1000.f));
|
||||
return lr * 2.f / 1111.f - 1.f;
|
||||
}
|
||||
float abs_noise(float2 t) { return abs( noise(t) ); }
|
||||
|
||||
float4 ps_main(psIn i):color
|
||||
{
|
||||
float2 t = i.w.xz * g_fTexScale;
|
||||
|
||||
float fCenterDist = dot(i.w.xz, i.w.xz) - g_fInnerOuterRadiusSq.x;
|
||||
fCenterDist /= g_fInnerOuterRadiusSq.y - g_fInnerOuterRadiusSq.x;
|
||||
|
||||
// Texturing
|
||||
float4 fColor = abs_noise(t) / 2.f;
|
||||
fColor.xyz = 0.5f + 0.1f * fColor.xyz;
|
||||
fColor.zw += noise(2.f * t) / float2(32.f, 4.f);
|
||||
fColor.xw += noise(4.f * t) / float2(64.f, 8.f);
|
||||
fColor.yw += noise(8.f * t) / float2(16.f, 16.f);
|
||||
|
||||
fColor.xyz += noise(16.f * t) / 16.f;
|
||||
fColor.xyz += noise(32.f * t) / 32.f;
|
||||
fColor.xyz += noise(128.f * t) / 32.f;
|
||||
fColor.xyz += noise(1024.f * t) / 32.f;
|
||||
|
||||
// Color
|
||||
fColor.xyz *= 2.f * fColor.xyz;
|
||||
fColor.xyz *= g_fColor;
|
||||
|
||||
// Density
|
||||
fColor.w = saturate(g_fDensity * fColor.w + fCenterDist);
|
||||
|
||||
// Shadow (AA)
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
float fShadow = 0.2f + 0.8f * (float)tex2D(shadowSampler, sc);
|
||||
|
||||
// Diffuse light
|
||||
fColor.xyz *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(normalize(i.n), -g_vLightDir)) ).xyz;
|
||||
|
||||
// Haze
|
||||
fColor.xyz = lerp( fColor.xyz, g_fHaze,
|
||||
saturate(g_fHazeDensityIntensity.x * fCenterDist) * g_fHazeDensityIntensity.y );
|
||||
|
||||
// Premultiplied alpha
|
||||
fColor.xyz *= fColor.a;
|
||||
|
||||
return fColor;
|
||||
}
|
||||
43
evoke-64k/bp10/cfg/_svn/text-base/psphong.txt.svn-base
Normal file
43
evoke-64k/bp10/cfg/_svn/text-base/psphong.txt.svn-base
Normal file
@@ -0,0 +1,43 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
|
||||
sampler1D dif : register(s2);
|
||||
sampler1D spec : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float4 g_fSpecularPower = {0.85f, 0.85f, 0.85f, 0.85f};
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float4 ps_main(psIn i):color
|
||||
{
|
||||
// Shadow AA
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
|
||||
float4 fColor = i.c;
|
||||
float fS= 0.2f + 0.8f * tex2D(shadowSampler, sc);
|
||||
float3 n = normalize(i.n);
|
||||
|
||||
// Lighting
|
||||
fColor.xyz *= tex1D( dif, fS * ( 0.5f + 0.5f * dot( n, -g_vLightDir) ) );
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = dot(n, h);
|
||||
fColor.xyz += g_fSpecularPower * tex1D(spec, fS * ( 0.5f + 0.5f * s ) );
|
||||
|
||||
return fColor;
|
||||
}
|
||||
108
evoke-64k/bp10/cfg/_svn/text-base/pspssm.txt.svn-base
Normal file
108
evoke-64k/bp10/cfg/_svn/text-base/pspssm.txt.svn-base
Normal file
@@ -0,0 +1,108 @@
|
||||
float2 g_fResolution : register(c0);
|
||||
float3 g_vViewPos : register(c2);
|
||||
float g_fSplit : register(c23);
|
||||
float4x4 g_mShadowVP : register(c24);
|
||||
float3 g_vShadowViewPos : register(c28);
|
||||
float3 g_vShadowViewDir : register(c29);
|
||||
float4 g_fShadowMapScalingRes : register(c30);
|
||||
|
||||
sampler2D shadowMapSampler : register(s0);
|
||||
sampler2D depthSampler : register(s1);
|
||||
sampler2D ditherSampler : register(s2);
|
||||
|
||||
static float g_fRadius = 6.0f / 64.0f;
|
||||
static float g_fBias = 4.0f / 64.0f;
|
||||
static float g_fDepthBias = 16.0f / 64.0f;
|
||||
static float g_fBiasFalloff = 1.5f / 64.0f;
|
||||
static float g_fSharpness = 640.0f / 64.0f;
|
||||
static float g_fBlurSharpness = 640.0f / 64.0f;
|
||||
static float g_fDepthBlurSharpness = 16.0f / 64.0f;
|
||||
|
||||
static const float2 s_vShadowDisc[] = {
|
||||
float2(-0.326212f, -0.40581f),
|
||||
float2(-0.840144f, -0.07358f),
|
||||
float2(-0.695914f, 0.457137f),
|
||||
float2(-0.203345f, 0.620716f),
|
||||
float2(0.96234f, -0.194983f),
|
||||
float2(0.473434f, -0.480026f),
|
||||
float2(0.519456f, 0.767022f),
|
||||
float2(0.185461f, -0.893124f),
|
||||
float2(0.507431f, 0.064425f),
|
||||
float2(0.89642f, 0.412458f),
|
||||
float2(-0.32194f, -0.932615f),
|
||||
float2(-0.791559f, -0.59771f)
|
||||
};
|
||||
|
||||
float4 ps_main(float2 TexCoord : TEXCOORD0, float3 EyeDir : TEXCOORD1) : COLOR0
|
||||
{
|
||||
// Compute eye space position
|
||||
float fEyeDepth = tex2D(depthSampler, TexCoord).x;
|
||||
float4 vEyePoint = float4(g_vViewPos + fEyeDepth * EyeDir, 1.0f);
|
||||
|
||||
// Transform eye point to shadow space
|
||||
float4 vShadowCoord = mul(vEyePoint, g_mShadowVP);
|
||||
vShadowCoord.z = dot(vEyePoint.xyz - g_vShadowViewPos, g_vShadowViewDir);
|
||||
vShadowCoord.xy = vShadowCoord.xy * float2(.5f, -.5f)
|
||||
+ vShadowCoord.w * (.5f + .5f / g_fShadowMapScalingRes.zw);
|
||||
|
||||
// Scale radius
|
||||
float2 fScaledRadius = g_fRadius * g_fShadowMapScalingRes.xy;
|
||||
|
||||
// Transform to shadow map
|
||||
float2 vShadowCoordProj = vShadowCoord.xy / vShadowCoord.w;
|
||||
|
||||
// Clip pixels outside shadow map
|
||||
clip( float4(vShadowCoordProj, 1.0f - vShadowCoordProj) - fScaledRadius.xyxy );
|
||||
|
||||
// Compute sampling plane
|
||||
float4 vShadowCoordDDX = ddx(vShadowCoord), vShadowCoordDDY = ddy(vShadowCoord);
|
||||
float2 vShadowCoordDeltaDepth = float2(
|
||||
vShadowCoordDDX.y * vShadowCoordDDY.z - vShadowCoordDDY.y * vShadowCoordDDX.z,
|
||||
vShadowCoordDDY.x * vShadowCoordDDX.z - vShadowCoordDDX.x * vShadowCoordDDY.z )
|
||||
/ (vShadowCoordDDY.x * vShadowCoordDDX.y - vShadowCoordDDX.x * vShadowCoordDDY.y);
|
||||
vShadowCoordDeltaDepth = vShadowCoord.w * clamp(vShadowCoordDeltaDepth, -16.f, 16.f);
|
||||
|
||||
// Compute bias
|
||||
float fAdaption = 1.f / (1.0f + g_fBiasFalloff * fEyeDepth);
|
||||
float fAdaptedBias = g_fBias; // lerp(g_fDepthBias, g_fBias, fAdaption);
|
||||
float fAdaptedBlurSharpness = lerp(g_fDepthBlurSharpness, g_fBlurSharpness, fAdaption);
|
||||
|
||||
// Apply bias
|
||||
float fReferenceDepth = vShadowCoord.z - fAdaptedBias;
|
||||
|
||||
// Sample random 2D matrix
|
||||
float4 vRotation = tex2D(ditherSampler, TexCoord * g_fResolution / 32.0f) * 2.0f - 1.0f;
|
||||
float2x2 mRotation = float2x2(vRotation.xy, vRotation.zw);
|
||||
|
||||
float fShadow = -1.f;
|
||||
float fSampleWeight = 1.f / 6;
|
||||
|
||||
// Sample
|
||||
for(int i = 0; i < 12; )
|
||||
{
|
||||
float4 fSampleDepth;
|
||||
|
||||
// Vectorize occlusion code
|
||||
[unroll] for(int j = 0; j < 4; j++, i++)
|
||||
{
|
||||
// Compute some point around this pixel
|
||||
float2 vSampleOffset = fScaledRadius * mul(s_vShadowDisc[i], mRotation);
|
||||
|
||||
// Compute depth delta
|
||||
float fSampleDeltaDepth = dot(vSampleOffset * vShadowCoordDeltaDepth, 1.f);
|
||||
|
||||
// Sample shadow map
|
||||
fSampleDepth[j] = tex2D(shadowMapSampler, vShadowCoordProj + vSampleOffset).x - fSampleDeltaDepth;
|
||||
}
|
||||
|
||||
// Compare shadow map depth with pixel depth
|
||||
// (fSampleDepth < fReferenceDepth)
|
||||
float4 fOcclusion = saturate(fAdaptedBlurSharpness * (fReferenceDepth - fSampleDepth));
|
||||
|
||||
// Sum up samples
|
||||
fShadow += dot(fOcclusion, fSampleWeight);
|
||||
}
|
||||
|
||||
// Write to intermediate buffer
|
||||
return (1.0f - fShadow); // * float4(g_fSplit == float3(0, 1, 2) || g_fSplit == float3(3, 4, 5), 1.0f);
|
||||
}
|
||||
46
evoke-64k/bp10/cfg/_svn/text-base/psrainbow.txt.svn-base
Normal file
46
evoke-64k/bp10/cfg/_svn/text-base/psrainbow.txt.svn-base
Normal file
@@ -0,0 +1,46 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
|
||||
sampler2D tex : register(s0);
|
||||
sampler1D dif : register(s2);
|
||||
sampler1D spec : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float4 g_fSpecularPower = {0.85f, 0.85f, 0.85f, 0.85f};
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float4 ps_main(psIn i):color
|
||||
{
|
||||
// Shadow AA
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
|
||||
float4 fColor = i.c * tex2D( tex, i.t );
|
||||
float fS= 0.125f + 0.875f * tex2D(shadowSampler, sc);
|
||||
|
||||
// Lighting
|
||||
fColor.xyz *= tex1D(dif, fS * ( 0.5f + 0.5f * dot( i.n, -g_vLightDir) ));
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = dot(i.n, h);
|
||||
fColor.xyz += g_fSpecularPower * tex1D(spec, fS * ( 0.5f + 0.5f * s ) );
|
||||
|
||||
// Red-only glow
|
||||
// fColor.a = saturate(fColor.a + 1.f - fColor.r);
|
||||
|
||||
return fColor;
|
||||
}
|
||||
56
evoke-64k/bp10/cfg/_svn/text-base/psray.txt.svn-base
Normal file
56
evoke-64k/bp10/cfg/_svn/text-base/psray.txt.svn-base
Normal file
@@ -0,0 +1,56 @@
|
||||
float3 lightDir : register(c1);
|
||||
float3 viewDir : register(c4);
|
||||
float3 passID2expIsLast : register(c23);
|
||||
|
||||
sampler2D colorSampler : register(s0);
|
||||
sampler2D depthSampler : register(s1);
|
||||
|
||||
// Tweakables
|
||||
static float4 g_fRayColor = float4(0.9f, 0.8f, 0.7f, 1.0f);
|
||||
static float g_fRayNearPlane = 10.0f;
|
||||
static float g_fRayFarPlane = 500.0f;
|
||||
static float g_fRayDensity = 0.25f;
|
||||
static float g_fRayDecay = 0.9125f;
|
||||
static float g_fRayAnglePersistence = 4.f;
|
||||
|
||||
float4 ps_ray_mask(float2 TexCoord : TEXCOORD0, float2 LightPos : TEXCOORD2) : COLOR0
|
||||
{
|
||||
float2 d = LightPos - TexCoord;
|
||||
float r = saturate( 1.f - dot(d, d) );
|
||||
r *= saturate( g_fRayAnglePersistence * dot(-lightDir, viewDir) );
|
||||
|
||||
float m = tex2D(depthSampler, TexCoord).x;
|
||||
m = saturate( (m - g_fRayNearPlane) / (g_fRayFarPlane - g_fRayNearPlane) );
|
||||
// m = saturate(1.f - m);
|
||||
|
||||
// float2 p = TexCoord * 2.0f - 1.0f;
|
||||
// float b = saturate( 1.0f - 0.7071f * dot(p, p) );
|
||||
|
||||
return /* b */ m * r * g_fRayColor;
|
||||
}
|
||||
|
||||
// Pixel shader
|
||||
float4 ps_ray_extrude(float2 TexCoord : TEXCOORD0, float2 LightPos : TEXCOORD2) : COLOR0
|
||||
{
|
||||
float2 s = g_fRayDensity / (passID2expIsLast.y) * (LightPos - TexCoord) / 8.f;
|
||||
|
||||
float4 r = 0.f, ro = 0.f, rm = 0.f, rd = .125f;
|
||||
float2 c = TexCoord;
|
||||
|
||||
for(int i = 0; i < 8; i++)
|
||||
{
|
||||
float4 rs = tex2D(colorSampler, c);
|
||||
ro = (i == 0) ? rs : ro;
|
||||
|
||||
rm = max(rs, rm);
|
||||
rs.xyz = rm.xyz;
|
||||
r += rs * rd;
|
||||
|
||||
rd.xyz *= (float3)g_fRayDecay;
|
||||
c += s;
|
||||
}
|
||||
|
||||
r.a = min(ro.a, r.a);
|
||||
|
||||
return r * saturate(1.f - passID2expIsLast.z * r.a);
|
||||
}
|
||||
80
evoke-64k/bp10/cfg/_svn/text-base/pssky.txt.svn-base
Normal file
80
evoke-64k/bp10/cfg/_svn/text-base/pssky.txt.svn-base
Normal file
@@ -0,0 +1,80 @@
|
||||
float3 g_vLightDir : register(c1); // = normalize( float3(1.f,-3.f,-2.f) );
|
||||
float3 g_fTime : register(c3);
|
||||
|
||||
sampler3D randomSampler : register(s0);
|
||||
|
||||
static float4 g_fSky = float4(0.392f, 0.502f, 0.702f, 0.7f);
|
||||
static float4 g_fHaze = float4(0.765f, 0.808f, 0.871f, -0.3f);
|
||||
//static float4 g_fAbyss = float4(0.01f, 0.01f, 0.04f, -1.0f);
|
||||
|
||||
static float g_fSunSize = .0025f;
|
||||
static float g_fCoronaSize = .005f;
|
||||
static float4 g_fSunColor = float4(0.925f, 1.0f, 0.75f, 1.f);
|
||||
|
||||
float4 clouds(float3 d, float4 color)
|
||||
{
|
||||
float3 t = float3(g_fTime.x*0.001, 0, 0);
|
||||
|
||||
float3 bumpOffset = float3(0.f, .07f, 0.f);
|
||||
|
||||
float3 d1 = normalize(d + bumpOffset), d2 = normalize(d + cross(bumpOffset, d));
|
||||
|
||||
float4 cloud = tex3D(randomSampler, float3(0.2,0.6,0.2) * d);
|
||||
float4 cloud1 = tex3D(randomSampler, float3(0.2,0.6,0.2) * d1);
|
||||
float4 cloud2 = tex3D(randomSampler, float3(0.2,0.6,0.2) * d2);
|
||||
|
||||
float cover = g_fTime.z;
|
||||
|
||||
float3 smoothAlpha = float3(cloud.a, cloud1.a, cloud2.a);
|
||||
smoothAlpha = saturate( smoothAlpha - max(cover - smoothAlpha, 0.f) * .25f );
|
||||
|
||||
float bumpDepth = .5f;
|
||||
|
||||
float3 cloudel = d + d * (bumpDepth - bumpDepth * smoothAlpha.x);
|
||||
float3 cloudel1 = d1 + d1 * (bumpDepth - bumpDepth * smoothAlpha.y);
|
||||
float3 cloudel2 = d2 + d2 * (bumpDepth - bumpDepth * smoothAlpha.z);
|
||||
float3 normal = normalize( cross(cloudel1 - cloudel, cloudel2 - cloudel) );
|
||||
|
||||
cloud *= 0.5;
|
||||
cloud += tex3D(randomSampler, float3(0.4,1.2,0.4) * (d + t)) * 0.25;
|
||||
cloud += tex3D(randomSampler, float3(0.8,2.4,0.8) * d) * 0.125;
|
||||
cloud += tex3D(randomSampler, float3(1.6,4.8,1.6) * (d + t)) * 0.0625;
|
||||
|
||||
cloud.a = saturate( saturate( cloud.a * 2.5f ) - max(cover - cloud.a, 0.f) * 25.f );
|
||||
|
||||
float3 sdd = d + g_vLightDir;
|
||||
float sd = dot(sdd, sdd);
|
||||
float s = g_fCoronaSize / ( g_fCoronaSize + saturate(sd - g_fSunSize) );
|
||||
|
||||
float light = 0.5f + 0.7f * dot(normal, -g_vLightDir);
|
||||
float3 stormNormal = normalize(cloud.xyz * 2 - 1);
|
||||
float stormLight = 0.5f + 0.5f * dot(stormNormal, g_vLightDir);
|
||||
|
||||
cloud.xyz = lerp(cloud.xyz, stormLight, 0.3f * saturate(1.f - cover));
|
||||
cloud.xyz = dot(cloud.xyz, .3f) + 0.1f * cloud.xyz;
|
||||
cloud.xyz = 1.f - .65f * cloud.xyz * (1.f - 0.2f * cover);
|
||||
cloud.xyz += 0.4f * light * saturate(cover);
|
||||
|
||||
cloud.xyz = cloud.a * cloud.xyz + (1 - cloud.a) * color.xyz;
|
||||
cloud.xyz += (1 - 0.5f * cloud.a) * g_fSunColor.xyz * s;
|
||||
|
||||
float3 riseColor = float3(0.9,0.8,0) * (1 - g_fTime.z * 0.5);
|
||||
float a = pow( max(0, dot(g_vLightDir, -d)), 2 ) * 0.7 * (1.f - .9f * abs(g_vLightDir.y));
|
||||
float risefac = -1.f - g_vLightDir.y;
|
||||
if (sign(dot(g_vLightDir, d)) > 0)
|
||||
risefac = -1.0;
|
||||
cloud.xyz += max( 0, a * lerp( riseColor, 1, min(1.0, risefac*1.5) + risefac ) );
|
||||
cloud.a = 1.f;
|
||||
return cloud;
|
||||
}
|
||||
|
||||
float4 ps_main(float3 w : TEXCOORD4):color
|
||||
{
|
||||
float4 fColor = g_fSky;
|
||||
|
||||
float3 d = normalize(w);
|
||||
float g1 = saturate( (d.y - g_fSky.w) / (g_fHaze.w - g_fSky.w) );
|
||||
fColor.xyz = lerp(g_fSky.xyz, g_fHaze.xyz, g1);
|
||||
|
||||
return clouds(d, fColor);
|
||||
}
|
||||
115
evoke-64k/bp10/cfg/_svn/text-base/pstarmac.txt.svn-base
Normal file
115
evoke-64k/bp10/cfg/_svn/text-base/pstarmac.txt.svn-base
Normal file
@@ -0,0 +1,115 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
|
||||
sampler3D randomSampler : register(s0);
|
||||
sampler1D diffSampler : register(s2);
|
||||
sampler1D specSampler : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float g_fTileHardness = .6f;
|
||||
static float g_fTileDepth = 8.f;
|
||||
static float g_fBumpDepth = .75f;
|
||||
static float g_fTexScale = 1.f;
|
||||
static float g_fSpecularPower = 0.5f;
|
||||
static float g_fSpecularHardness = 32.f;
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float rand_val(float4 r)
|
||||
{
|
||||
float lr = dot(r, float4(10.f, 100.f, 1000.f, 1.f));
|
||||
return lr / 1111.f;
|
||||
}
|
||||
|
||||
float noise(float3 t)
|
||||
{
|
||||
float4 r = tex3D(randomSampler, .03125f * t);
|
||||
return rand_val(r)* 2.f - 1.f;
|
||||
}
|
||||
float noise_grad(float3 t, float3 dtX, float3 dtY)
|
||||
{
|
||||
float4 r = tex3Dgrad(randomSampler, .03125f * t, .0625f * dtX, .0625f * dtY);
|
||||
return rand_val(r)* 2.f - 1.f;
|
||||
}
|
||||
|
||||
float abs_noise(float3 t)
|
||||
{
|
||||
return abs( noise(t) );
|
||||
}
|
||||
float abs_noise_grad(float3 t, float3 dtX, float3 dtY)
|
||||
{
|
||||
return abs( noise_grad(t, dtX, dtY) );
|
||||
}
|
||||
|
||||
float4 ps_main(psIn i) : COLOR0
|
||||
{
|
||||
float3 t = i.w * g_fTexScale;
|
||||
|
||||
float3 pw = i.w.xxz; pw.y = 0.0f; // i.w - i.n * dot(i.w, i.n);
|
||||
float3 pt = pw * g_fTexScale + .5f;
|
||||
float3 tt = floor(pt);
|
||||
float3 dttX = ddx(pt);
|
||||
float3 dttY = ddy(pt);
|
||||
|
||||
// Texturing
|
||||
float3 fColor = 0.15f * saturate( dot(1.f, abs(dttX) + abs(dttY)) );
|
||||
fColor += abs_noise_grad(tt, dttX, dttY);
|
||||
fColor += abs_noise(2.f * t) / 8.f;
|
||||
fColor += noise(4.f * t) / 8.f;
|
||||
|
||||
float fDetail = noise(8.f * t) / 16.f;
|
||||
fDetail += noise(16.f * t) / 16.f;
|
||||
fDetail += noise(32.f * t) / 32.f;
|
||||
fDetail += noise(128.f * t) / 32.f;
|
||||
fDetail += noise(1024.f * t) / 32.f;
|
||||
|
||||
fColor += fDetail;
|
||||
|
||||
// Contrast
|
||||
fColor = 1.0f - saturate(fColor);
|
||||
fColor *= fColor;
|
||||
fColor = 1.0f - fColor;
|
||||
|
||||
// Super tile
|
||||
float3 tb = 2.f * frac(pt) - 1.f;
|
||||
float3 te = tb * tb; // ^2
|
||||
te *= te; // ^4
|
||||
te *= te; // ^8
|
||||
float tdd = saturate(1.f - 2.f * fwidth(pt));
|
||||
float td = saturate( dot(tdd, te) );
|
||||
float3 tc = 1.f - td;
|
||||
float3 ti = saturate(td - g_fTileHardness);
|
||||
|
||||
// Bump mapping
|
||||
float3 n = normalize(i.n + g_fBumpDepth * g_fTileDepth * ti * tb);
|
||||
|
||||
// Shadow (AA)
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
float fShadow = 0.2f + 0.8f * (float)tex2D(shadowSampler, sc);
|
||||
|
||||
// Diffuse light
|
||||
fColor *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(n, -g_vLightDir)) ).xyz;
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = 0.5f + 0.5f * dot(n, h);
|
||||
s *= saturate(1.f + g_fBumpDepth * fDetail);
|
||||
fColor += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz; // pow(s, g_fSpecularHardness)
|
||||
|
||||
// Tile borders
|
||||
fColor *= tc;
|
||||
|
||||
return float4(fColor, 1.0f);
|
||||
}
|
||||
43
evoke-64k/bp10/cfg/_svn/text-base/pstext.txt.svn-base
Normal file
43
evoke-64k/bp10/cfg/_svn/text-base/pstext.txt.svn-base
Normal file
@@ -0,0 +1,43 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
|
||||
sampler1D dif : register(s2);
|
||||
sampler1D spec : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float4 g_fSpecularPower = {1.15f, 1.05f, 1.0f, 1.25f};
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float4 ps_main(psIn i):color
|
||||
{
|
||||
// Shadow AA
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
|
||||
float3 fColor = float3( 0.25f, 0.3f, 0.4f );
|
||||
float fS= 0.2f + 0.8f * tex2D(shadowSampler, sc);
|
||||
float3 n = normalize(i.n);
|
||||
|
||||
// Lighting
|
||||
fColor.xyz *= tex1D( dif, fS * ( 0.5f + 0.5f * dot( n, -g_vLightDir) ) );
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = dot( n, h);
|
||||
fColor += g_fSpecularPower * tex1D(spec, fS * ( 0.5f + 0.5f * s ) );
|
||||
|
||||
return float4(fColor, 1.0f);
|
||||
}
|
||||
99
evoke-64k/bp10/cfg/_svn/text-base/pswall.txt.svn-base
Normal file
99
evoke-64k/bp10/cfg/_svn/text-base/pswall.txt.svn-base
Normal file
@@ -0,0 +1,99 @@
|
||||
float4 g_fResolution : register(c0);
|
||||
float3 g_vLightDir : register(c1);
|
||||
float4 g_fTime : register(c3);
|
||||
|
||||
sampler3D randomSampler : register(s0);
|
||||
sampler2D tex : register(s1);
|
||||
sampler1D diffSampler : register(s2);
|
||||
sampler1D specSampler : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
sampler2D depthSampler : register(s5);
|
||||
|
||||
static float g_fVariation = .1f;
|
||||
static float g_fBumpDepth = .02f;
|
||||
static float g_fBumpFalloff = 256.f;
|
||||
static float g_fTexScale = 1.f;
|
||||
static float g_fSpecularPower = 0.2f;
|
||||
static float g_fSpecularHardness = 32.f;
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float noise(float3 t)
|
||||
{
|
||||
float4 r = tex3D(randomSampler, .03125f * t);
|
||||
float lr = dot(r, float4(1.f, 10.f, 100.f, 1000.f));
|
||||
return lr * 2.f / 1111.f - 1.f;
|
||||
}
|
||||
float abs_noise(float3 t) { return abs( noise(t) ); }
|
||||
|
||||
float4 ps_main(psIn i) : COLOR0
|
||||
{
|
||||
float3 t = i.w * g_fTexScale;
|
||||
|
||||
float4 fColor = i.c;
|
||||
|
||||
float fStruct = noise(t) / 2.f;
|
||||
fStruct += noise(4.f * t) / 4.f;
|
||||
fStruct += noise(8.f * t) / 8.f;
|
||||
fStruct += noise(16.f * t) / 16.f;
|
||||
fStruct += noise(32.f * t) / 32.f;
|
||||
|
||||
fColor.xyz *= (1.f - g_fVariation) + g_fVariation * fStruct;
|
||||
|
||||
float fDetail = noise(81.f * t) / 2.f;
|
||||
fDetail += noise(243.f * t) / 4.f;
|
||||
fDetail += noise(729.f * t) / 8.f;
|
||||
|
||||
// Bump mapping
|
||||
// float ddf = g_fBumpFalloff * dot(fwidth(i.w), 1.f);
|
||||
float3 pp = i.w + i.n * g_fBumpDepth * (fStruct + fDetail / 16.f); // (1.f + ddf)
|
||||
float3 ddppx = ddx(pp);
|
||||
float3 ddppy = ddy(pp);
|
||||
float3 n = normalize( cross(ddppx, ddppy) );
|
||||
|
||||
// calculate coloration (hypno toad commands you!)
|
||||
float3 wrd= float3(
|
||||
round( i.w.x / g_fTime.w ) * g_fTime.w,
|
||||
round( i.w.y / g_fTime.w ) * g_fTime.w,
|
||||
round( i.w.z / g_fTime.w ) * g_fTime.w );
|
||||
float fOffset= 33.0f - wrd.z / 8.0f - g_fTime / 56.0f;
|
||||
if( fOffset < 0.0f )
|
||||
{
|
||||
fOffset= 0.0f;
|
||||
}
|
||||
float plasmaVal =
|
||||
sin( sin ( 0.021f * g_fTime + wrd.y * 0.23f ) * 0.7f + wrd.x * 0.09f )
|
||||
+ sin( 0.009f * g_fTime + sin ( wrd.z * 0.35f ) * 0.9f + wrd.y * 0.47f )
|
||||
+ sin( sin ( 0.013f * g_fTime + wrd.x * 0.17f ) * 1.3f + wrd.z * 0.13f )
|
||||
+ fOffset;
|
||||
if( plasmaVal > 0.0f && plasmaVal < 1.0f )
|
||||
{
|
||||
fColor.xyz= tex2D( tex, plasmaVal ).xyz;
|
||||
}
|
||||
|
||||
// Shadow (AA)
|
||||
float2 sc = i.s.xy / i.s.w;
|
||||
float aa = abs( tex2D(depthSampler, sc).x - i.s.z );
|
||||
float2 ddaa = float2(ddx(aa), ddy(aa));
|
||||
float2 aaetc = sign(-ddaa) * g_fResolution.zw;
|
||||
sc += aaetc * saturate(4.f * aa);
|
||||
float fShadow = 0.2f + 0.8f * (float)tex2D(shadowSampler, sc);
|
||||
|
||||
// Diffuse light
|
||||
fColor.xyz *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(n, -g_vLightDir)) ).xyz;
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = saturate( dot(n, h) );
|
||||
fColor.xyz += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz;
|
||||
|
||||
return fColor;
|
||||
}
|
||||
440
evoke-64k/bp10/cfg/_svn/text-base/script.txt.svn-base
Normal file
440
evoke-64k/bp10/cfg/_svn/text-base/script.txt.svn-base
Normal file
@@ -0,0 +1,440 @@
|
||||
CSPEED= 1.0
|
||||
OSPEED= 1.0
|
||||
CTIME= 0.0
|
||||
OTIME= 1.0
|
||||
CAM= 10
|
||||
OBJ= 10 1
|
||||
TICK= 16
|
||||
|
||||
OBJ= 9 2
|
||||
TICK= 16
|
||||
|
||||
OBJ= 10 2
|
||||
TICK= 16
|
||||
|
||||
OBJ= 11 2
|
||||
TICK= 16
|
||||
|
||||
OBJ= 12 2
|
||||
TICK= 16
|
||||
|
||||
OBJ= 13 2
|
||||
TICK= 16
|
||||
|
||||
OBJ= 14 1
|
||||
TICK= 16
|
||||
|
||||
OBJ= 14 0
|
||||
TICK= 16
|
||||
|
||||
#Start-Main
|
||||
OBJ= 16 2
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CAM= 11
|
||||
TICK= 4
|
||||
|
||||
CAM= 12
|
||||
TICK= 8
|
||||
|
||||
CAM= 13
|
||||
TICK= 8
|
||||
|
||||
CTIME= 5.0
|
||||
CAM= 14
|
||||
TICK= 8
|
||||
|
||||
CAM= 11
|
||||
TICK= 8
|
||||
|
||||
CAM= 12
|
||||
TICK= 8
|
||||
|
||||
CAM= 13
|
||||
TICK= 8
|
||||
|
||||
CTIME= 14.0
|
||||
CSPEED= -6.0
|
||||
CAM= 14
|
||||
TICK= 12
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 8.0
|
||||
CAM= 11
|
||||
TICK= 16
|
||||
|
||||
CSPEED= 2.0
|
||||
CAM= 12
|
||||
TICK= 16
|
||||
|
||||
CAM= 13
|
||||
TICK= 16
|
||||
|
||||
CAM= 14
|
||||
TICK= 20
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 0.0
|
||||
OBJ= 18 2
|
||||
CAM= 0
|
||||
TICK= 12
|
||||
|
||||
CTIME= 3.0
|
||||
CAM= 17
|
||||
TICK= 16
|
||||
|
||||
CTIME= 2.0
|
||||
CAM= 15
|
||||
TICK= 16
|
||||
|
||||
CTIME= 5.0
|
||||
CAM= 14
|
||||
TICK= 20
|
||||
|
||||
CTIME= 0.0
|
||||
OSPEED= 1.0
|
||||
CAM= 11
|
||||
TICK= 12
|
||||
|
||||
CTIME= 0.0
|
||||
OSPEED= 4.0
|
||||
CSPEED= 4.0
|
||||
CAM= 12
|
||||
TICK= 16
|
||||
|
||||
CTIME= 0.0
|
||||
OSPEED= 4.0
|
||||
CSPEED= 8.0
|
||||
CAM= 13
|
||||
TICK= 12
|
||||
|
||||
CSPEED= -8.0
|
||||
TICK= 8
|
||||
|
||||
CSPEED= 8.0
|
||||
OSPEED= 8.0
|
||||
CAM= 11
|
||||
TICK= 16
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 0.0
|
||||
OBJ= 7 2
|
||||
CAM= 6
|
||||
TICK= 24
|
||||
|
||||
CTIME= 6.0
|
||||
OTIME= 0.0
|
||||
CSPEED= -1.0
|
||||
OSPEED= 1.0
|
||||
CAM= 7
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
CAM= 8
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 6
|
||||
TICK= 40
|
||||
|
||||
CTIME= 6.0
|
||||
CSPEED= -1.5
|
||||
CAM= 7
|
||||
TICK= 24
|
||||
|
||||
CTIME= 6.0
|
||||
CSPEED= -2.0
|
||||
CAM= 8
|
||||
TICK= 16
|
||||
|
||||
CTIME= 12.0
|
||||
CSPEED= 1.0
|
||||
CAM= 16
|
||||
TICK= 24
|
||||
|
||||
CSPEED= 2.0
|
||||
OSPEED= 2.0
|
||||
OBJ= 16 2
|
||||
CAM= 11
|
||||
TICK= 16
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 12
|
||||
TICK= 16
|
||||
|
||||
CSPEED= -2.0
|
||||
OSPEED= 2.0
|
||||
OBJ= 18 2
|
||||
CAM= 11
|
||||
TICK= 16
|
||||
|
||||
CSPEED= 4.0
|
||||
OSPEED= 8.0
|
||||
CTIME= 0.0
|
||||
CAM= 13
|
||||
TICK= 12
|
||||
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 1.0
|
||||
OBJ= 0 7
|
||||
CAM= 0
|
||||
TICK= 32
|
||||
|
||||
CAM= 1
|
||||
TICK= 32
|
||||
|
||||
CAM= 2
|
||||
TICK= 32
|
||||
|
||||
CAM= 4
|
||||
TICK= 32
|
||||
|
||||
CTIME= 6.0
|
||||
CSPEED= -1.0
|
||||
CAM= 5
|
||||
TICK= 32
|
||||
|
||||
CTIME= 3.25
|
||||
CAM= 4
|
||||
TICK= 32
|
||||
|
||||
CSPEED= -2.0
|
||||
OSPEED= 2.0
|
||||
CAM= 1
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CSPEED= 0.25
|
||||
OTIME= -2.0
|
||||
OSPEED= 0.25
|
||||
CAM= 3
|
||||
TICK= 24
|
||||
|
||||
CSPEED= 1.0
|
||||
OSPEED= 1.0
|
||||
TICK= 4
|
||||
|
||||
CSPEED= 2.0
|
||||
OSPEED= 2.0
|
||||
TICK= 8
|
||||
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 24.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 0.0
|
||||
OBJ= 30 4
|
||||
CAM= 23
|
||||
TICK= 16
|
||||
|
||||
OTIME= 0.0
|
||||
TICK= 2
|
||||
|
||||
OTIME= 24.0
|
||||
TICK= 6
|
||||
|
||||
OTIME= 0.0
|
||||
TICK= 1
|
||||
|
||||
OTIME= 24.0
|
||||
TICK= 1
|
||||
|
||||
OTIME= 0.0
|
||||
TICK= 1
|
||||
|
||||
OTIME= 24.0
|
||||
TICK= 5
|
||||
|
||||
OTIME= 0.0
|
||||
TICK= 2
|
||||
|
||||
OTIME= 24.0
|
||||
TICK= 6
|
||||
|
||||
OSPEED= 16.0
|
||||
TICK= 8
|
||||
|
||||
OSPEED= 1.0
|
||||
TICK= 16
|
||||
|
||||
CTIME= 8.0
|
||||
CSPEED= 1.0
|
||||
CAM= 12
|
||||
TICK= 8
|
||||
|
||||
CSPEED= -4.0
|
||||
OSPEED= 8.0
|
||||
TICK= 8
|
||||
|
||||
CAM= 13
|
||||
TICK= 8
|
||||
|
||||
CSPEED= 4.0
|
||||
TICK= 16
|
||||
|
||||
CSPEED= 2.0
|
||||
OSPEED= 2.0
|
||||
CAM= 11
|
||||
TICK= 48
|
||||
|
||||
CSPEED= 1.0
|
||||
CTIME= 4.0
|
||||
CAM= 14
|
||||
TICK= 32
|
||||
|
||||
CTIME= 2.0
|
||||
CAM= 15
|
||||
TICK= 32
|
||||
|
||||
CTIME= 13.5
|
||||
CSPEED= 0.5
|
||||
CAM= 17
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 24.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 0.0
|
||||
OBJ= 20 6
|
||||
CAM= 11
|
||||
TICK= 32
|
||||
|
||||
CSPEED= 2.0
|
||||
CTIME= 0.0
|
||||
CAM= 12
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 13
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 14
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 15
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CAM= 16
|
||||
TICK= 32
|
||||
|
||||
CTIME= -0.5
|
||||
CAM= 17
|
||||
TICK= 64
|
||||
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
OSPEED= 1.0
|
||||
OBJ= 26 4
|
||||
CAM= 18
|
||||
TICK= 32
|
||||
|
||||
CAM= 19
|
||||
TICK= 32
|
||||
|
||||
CTIME= -0.125
|
||||
CSPEED= 0.25
|
||||
CAM= 20
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
CAM= 22
|
||||
TICK= 32
|
||||
|
||||
CTIME= 0.0
|
||||
CSPEED= 1.0
|
||||
CAM= 21
|
||||
TICK= 24
|
||||
|
||||
OSPEED= -2.0
|
||||
|
||||
TICK= 12
|
||||
|
||||
CSPEED= -2.0
|
||||
CAM= 18
|
||||
TICK= 24
|
||||
|
||||
CSPEED= 4.0
|
||||
OSPEED= -2.0
|
||||
TICK= 8
|
||||
|
||||
CTIME= 0.0
|
||||
CSPEED= 2.0
|
||||
OSPEED= 1.0
|
||||
CAM= 19
|
||||
TICK= 24
|
||||
|
||||
CSPEED= 4.0
|
||||
OSPEED= 4.0
|
||||
TICK= 8
|
||||
|
||||
CTIME= 2.0
|
||||
CSPEED= -1.0
|
||||
OSPEED= -1.0
|
||||
CAM= 22
|
||||
TICK= 24
|
||||
|
||||
CSPEED= 2.0
|
||||
OSPEED= 2.0
|
||||
TICK= 8
|
||||
|
||||
CSPEED= 1.0
|
||||
OSPEED= 1.0
|
||||
CTIME= 0.0
|
||||
OTIME= 0.0
|
||||
|
||||
OBJ= 16 2
|
||||
CAM= 11
|
||||
TICK= 2
|
||||
|
||||
OBJ= 18 2
|
||||
CAM= 11
|
||||
TICK= 2
|
||||
|
||||
OBJ= 7 2
|
||||
CAM= 6
|
||||
TICK= 2
|
||||
|
||||
OBJ= 0 7
|
||||
CAM= 0
|
||||
TICK= 2
|
||||
|
||||
OBJ= 30 4
|
||||
CAM= 23
|
||||
TICK= 2
|
||||
|
||||
OBJ= 20 6
|
||||
CAM= 11
|
||||
TICK= 2
|
||||
|
||||
OBJ= 26 4
|
||||
CAM= 18
|
||||
TICK= 2
|
||||
|
||||
CAM= 10
|
||||
OBJ= 13 2
|
||||
TICK= 2
|
||||
|
||||
OBJ= 13 1
|
||||
TICK= 2
|
||||
|
||||
OBJ= 14 0
|
||||
TICK= 32
|
||||
|
||||
QUIT= 0
|
||||
|
||||
SKIP= 0
|
||||
166
evoke-64k/bp10/cfg/_svn/text-base/text.txt.svn-base
Normal file
166
evoke-64k/bp10/cfg/_svn/text-base/text.txt.svn-base
Normal file
@@ -0,0 +1,166 @@
|
||||
Text=imagine
|
||||
Pos= -45 301 -50
|
||||
Scale= 48 48 32
|
||||
Rot= -90 0 0
|
||||
Move= 0 -400 0
|
||||
Time= 3530 1000
|
||||
|
||||
Text=Music
|
||||
Pos= 152 1 -208.5
|
||||
Rot= -90 0 90
|
||||
Scale= 6 6 8
|
||||
Move= -5 0 0
|
||||
Time= -77000 1500
|
||||
|
||||
Text=Turri
|
||||
Pos= 153 12 -207
|
||||
Rot= -90 0 0
|
||||
Scale= 6 6 6
|
||||
Move= 0.0 -32 0
|
||||
Time= -77200 600
|
||||
|
||||
|
||||
Text=Code
|
||||
Pos= 125 1 -177.75
|
||||
Rot= -90 0 90
|
||||
Scale= 8 8 8
|
||||
Move= -5 0 0
|
||||
Time= -79500 1500
|
||||
|
||||
Text=CodingCat
|
||||
Pos= 126 15 -176
|
||||
Rot= -90 0 0
|
||||
Scale= 6 6 6
|
||||
Move= 0.0 -32 0
|
||||
Time= -79700 600
|
||||
|
||||
Text=TGGC
|
||||
Pos= 126 10.125 -175
|
||||
Move= 0.0 -32 0
|
||||
Time= -79800 600
|
||||
|
||||
Text=Hel
|
||||
Pos= 126 5.25 -174
|
||||
Move= 0.0 -32 0
|
||||
Time= -79900 600
|
||||
|
||||
|
||||
|
||||
Text=obey
|
||||
Scale= 4 4 2
|
||||
Pos= 33 18.25 -77
|
||||
Rot= 90 0 0
|
||||
Move= 2 0 0
|
||||
Time= 39000 2000
|
||||
|
||||
Text=conform
|
||||
Rot= 0 0 90
|
||||
Pos= 9.5 20 -61.25
|
||||
Move= 0 0 2
|
||||
Time= 40000 2000
|
||||
|
||||
Text=work
|
||||
Rot= 0 0 0
|
||||
Pos= 5 24.5 -103
|
||||
Move= 0 0 2
|
||||
Time= 43000 2000
|
||||
|
||||
Text=consume
|
||||
Rot= 0 0 90
|
||||
Pos= 33 4 -126.3
|
||||
Move= 0 0 2
|
||||
Time= 44000 2000
|
||||
|
||||
Text=no
|
||||
Rot= 90 0 90
|
||||
Pos= -15.4 8 -53
|
||||
Move= 2 0 0
|
||||
Time= 34700 300
|
||||
Text=creativity
|
||||
Pos= -15.4 8 -56
|
||||
Move= -1 0 0
|
||||
Time= 34700 300
|
||||
|
||||
Text=no
|
||||
Pos= -13 16 -36
|
||||
Move= 2 0 0
|
||||
Time= 33500 300
|
||||
Text=imagination
|
||||
Pos= -13 16 -39
|
||||
Move= -1 0 0
|
||||
Time= 33500 300
|
||||
|
||||
|
||||
Text=every day is the same day
|
||||
Pos= 15.25 1 -37
|
||||
Rot= -90 0 90
|
||||
Move= -2 0 0
|
||||
Time= 34000 2000
|
||||
|
||||
|
||||
Text=wake up
|
||||
Pos= -97.5 3 -42
|
||||
|
||||
Rot= 90 0 90
|
||||
Scale= 4 4 2
|
||||
Move= 2 0 0
|
||||
Time= 101500 2000
|
||||
|
||||
Text= be
|
||||
Pos= -79.5 18.2 -48.75
|
||||
Rot= 90 0 0
|
||||
Scale= 4 4 2
|
||||
Move= 2 0 0
|
||||
Time= 98000 2000
|
||||
|
||||
Text= smart
|
||||
Pos= -79.5 16 -48.75
|
||||
Rot= 90 0 0
|
||||
Scale= 4 4 2
|
||||
Move= 2 0 0
|
||||
Time= 97500 2000
|
||||
|
||||
Text= be
|
||||
Pos= -98 6 -55.5
|
||||
Rot= 90 0 25
|
||||
Scale= 4 4 2
|
||||
Move= 2 0 0
|
||||
Time= 93500 2000
|
||||
|
||||
Text= fancy
|
||||
Pos= -98.2 9 -61.5
|
||||
Rot= 0 0 -20
|
||||
Scale= 4 4 2
|
||||
Move= 0 0 2
|
||||
Time= 93000 2000
|
||||
|
||||
Text= be
|
||||
Pos= -118 3 -34.5
|
||||
Rot= 180 0 0
|
||||
Scale= 4 4 2
|
||||
Move= 0 0 2
|
||||
Time= 80500 2000
|
||||
|
||||
Text= awesome
|
||||
Pos= -126.25 1.75 -34.5
|
||||
Rot= 180 0 90
|
||||
Scale= 4 4 2
|
||||
Move= 0 0 2
|
||||
Time= 81000 2000
|
||||
|
||||
|
||||
|
||||
Text=be
|
||||
Pos= -22 -16 36
|
||||
Scale= 4 4 4
|
||||
Rot= 0 0 0
|
||||
Move= 0 88 0
|
||||
Time= 255400 1200
|
||||
|
||||
Text=like
|
||||
Pos= -22 -19 36
|
||||
Scale= 4 4 4
|
||||
Rot= 0 0 0
|
||||
Move= 0 88 0
|
||||
Time= 255500 1200
|
||||
|
||||
29
evoke-64k/bp10/cfg/_svn/text-base/vsfsquad.txt.svn-base
Normal file
29
evoke-64k/bp10/cfg/_svn/text-base/vsfsquad.txt.svn-base
Normal file
@@ -0,0 +1,29 @@
|
||||
float4x4 matWVP : register(c0);
|
||||
float4 res : register(c5);
|
||||
float3 viewPos : register(c4);
|
||||
float3 lightDir : register(c6);
|
||||
float3x3 viewMatrixRotInv : register(c7);
|
||||
float4 projScaleOffsetInv : register(c11);
|
||||
|
||||
struct vsOut
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 e : TEXCOORD1;
|
||||
float2 l : TEXCOORD2;
|
||||
};
|
||||
|
||||
vsOut vs_main(float4 p : POSITION)
|
||||
{
|
||||
vsOut o = { p, p.xy, p.xyw, (float2)0.f };
|
||||
o.p.xy += float2(-1.f, 1.f) * res.zw;
|
||||
o.t = o.t * float2(.5f, -.5f) + .5f;
|
||||
o.e.xy = o.e.xy * projScaleOffsetInv.xy + projScaleOffsetInv.zw;
|
||||
o.e = mul(o.e, viewMatrixRotInv);
|
||||
o.e.xy += float2(-1.f, 1.f) * res.zw;
|
||||
// Compute light position
|
||||
float4 lightPos = mul( float4(viewPos - lightDir, 1.0f), matWVP );
|
||||
o.l = clamp( lightPos.xy / abs(lightPos.w), -1.f, 1.f );
|
||||
o.l = o.l * float2(.5f, -.5f) + .5f;
|
||||
return o;
|
||||
};
|
||||
51
evoke-64k/bp10/cfg/_svn/text-base/vsgeneral.txt.svn-base
Normal file
51
evoke-64k/bp10/cfg/_svn/text-base/vsgeneral.txt.svn-base
Normal file
@@ -0,0 +1,51 @@
|
||||
float4x4 matWVP : register(c0);
|
||||
float4x4 matWorld : register(c12);
|
||||
float4x4 matWorldI : register(c16);
|
||||
float3 viewPos : register(c4);
|
||||
float3 viewDir : register(c10);
|
||||
float4 res : register(c5);
|
||||
|
||||
struct vsIn
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float3 n : NORMAL;
|
||||
float4 c : COLOR;
|
||||
float2 t : TEXCOORD;
|
||||
};
|
||||
|
||||
struct vsOut
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
vsOut vs_main(vsIn i)
|
||||
{
|
||||
vsOut o;
|
||||
// Basic transformation of untransformed vertex into clip-space
|
||||
o.p= mul(i.p, matWVP);
|
||||
|
||||
// No scaling or translation is done, simply assign them and let the GPU interpolate
|
||||
o.c = i.c;
|
||||
o.t = i.t;
|
||||
|
||||
// Trasform to world space
|
||||
o.w= mul(i.p, matWorld).xyz;
|
||||
o.n= mul(i.n, transpose((float3x3)matWorldI));
|
||||
//OUT.normal = mul(matWorldIT, IN.normal);
|
||||
|
||||
// Calculate the view vector
|
||||
o.v= viewPos - o.w;
|
||||
|
||||
// (Pre-proj biased screen texcoords, unscaled z, w)
|
||||
o.s = o.p;
|
||||
o.s.xy = o.s.xy * float2(.5f, -.5f) + o.s.w * (.5f + .5f * res.zw);
|
||||
o.s.z = dot(o.w - viewPos, viewDir);
|
||||
|
||||
return o;
|
||||
};
|
||||
25
evoke-64k/bp10/cfg/_svn/text-base/vssky.txt.svn-base
Normal file
25
evoke-64k/bp10/cfg/_svn/text-base/vssky.txt.svn-base
Normal file
@@ -0,0 +1,25 @@
|
||||
float4x4 matWVP : register(c0);
|
||||
float3 viewPos : register(c4);
|
||||
|
||||
struct vsOut
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float4 s : TEXCOORD3;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
vsOut vs_main(float4 p : POSITION)
|
||||
{
|
||||
vsOut o;
|
||||
|
||||
o.p = p;
|
||||
o.p.xyz += viewPos;
|
||||
o.p= mul(o.p, matWVP);
|
||||
o.p.z= (1.f - 4.8e-6f) * o.p.w;
|
||||
|
||||
o.w= p.xyz;
|
||||
|
||||
o.s= 4.e3f;
|
||||
|
||||
return o;
|
||||
};
|
||||
112
evoke-64k/bp10/cfg/_svn/tmp/tempfile.2.tmp
Normal file
112
evoke-64k/bp10/cfg/_svn/tmp/tempfile.2.tmp
Normal file
@@ -0,0 +1,112 @@
|
||||
float3 g_vLightDir : register(c1);
|
||||
float g_fTime : register(c3);
|
||||
|
||||
sampler3D randomSampler : register(s0);
|
||||
sampler1D diffSampler : register(s2);
|
||||
sampler1D specSampler : register(s3);
|
||||
sampler2D shadowSampler : register(s4);
|
||||
|
||||
static float g_fVariation = .1f;
|
||||
static float g_fBumpDepth = .02f;
|
||||
static float g_fBumpFalloff = 256.f;
|
||||
static float g_fTexScale = 1.f;
|
||||
static float g_fSpecularPower = 0.2f;
|
||||
static float g_fSpecularHardness = 32.f;
|
||||
|
||||
struct psIn
|
||||
{
|
||||
float4 c : COLOR0;
|
||||
float2 t : TEXCOORD0;
|
||||
float3 n : TEXCOORD1;
|
||||
float3 v : TEXCOORD2;
|
||||
float4 s : TEXCOORD3_CENTROID;
|
||||
float3 w : TEXCOORD4;
|
||||
};
|
||||
|
||||
float3 hslToRgb(float3 color)
|
||||
{
|
||||
float3 result = 0;
|
||||
float h = color.r;
|
||||
float s = color.g;
|
||||
float l = color.b;
|
||||
float q,p;
|
||||
if (l < 0.5)
|
||||
q = l*(1+s);
|
||||
else if (l >= 0.5)
|
||||
q = l+s-(l*s);
|
||||
p=2*l-q;
|
||||
result.r=h+1.0/3.0;
|
||||
result.g=h;
|
||||
result.b=h-1.0/3.0;
|
||||
for (int j = 0; j < 3; ++j)
|
||||
{
|
||||
if (result[j]<0) result[j] += 1;
|
||||
if (result[j]>1) result[j] -= 1;
|
||||
}
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
if (result[i]<1.0/6.0)
|
||||
result[i]=p+((q-p)*6*result[i]);
|
||||
else if (result[i]<0.5)
|
||||
result[i]=q;
|
||||
else if (result[i]<2.0/3.0)
|
||||
result[i]=p+((q-p)*6*(2.0/3.0-result[i]));
|
||||
else
|
||||
result[i]=p;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
float noise(float3 t)
|
||||
{
|
||||
float4 r = tex3D(randomSampler, .03125f * t);
|
||||
float lr = dot(r, float4(1.f, 10.f, 100.f, 1000.f));
|
||||
return lr * 2.f / 1111.f - 1.f;
|
||||
}
|
||||
float abs_noise(float3 t) { return abs( noise(t) ); }
|
||||
|
||||
float4 ps_main(psIn i) : COLOR0
|
||||
{
|
||||
float3 t = i.w * g_fTexScale;
|
||||
|
||||
float3 fColor = i.c;
|
||||
|
||||
float fStruct = noise(t) / 2.f;
|
||||
fStruct += noise(4.f * t) / 4.f;
|
||||
fStruct += noise(8.f * t) / 8.f;
|
||||
fStruct += noise(16.f * t) / 16.f;
|
||||
fStruct += noise(32.f * t) / 32.f;
|
||||
|
||||
fColor *= (1.f - g_fVariation) + g_fVariation * fStruct;
|
||||
|
||||
float fDetail = noise(81.f * t) / 2.f;
|
||||
fDetail += noise(243.f * t) / 4.f;
|
||||
fDetail += noise(729.f * t) / 8.f;
|
||||
|
||||
// Bump mapping
|
||||
// float ddf = g_fBumpFalloff * dot(fwidth(i.w), 1.f);
|
||||
float3 pp = i.w + i.n * g_fBumpDepth * (fStruct + fDetail / 16.f); // (1.f + ddf)
|
||||
float3 ddppx = ddx(pp);
|
||||
float3 ddppy = ddy(pp);
|
||||
float3 n = normalize( cross(ddppx, ddppy) );
|
||||
|
||||
// Shadow
|
||||
float fShadow = 0.2f + 0.8f * (float)tex2Dproj(shadowSampler, i.s);
|
||||
|
||||
// Diffuse light
|
||||
fColor *= tex1D( diffSampler, fShadow * (0.5f + 0.5f * dot(n, -g_vLightDir)) ).xyz;
|
||||
|
||||
// Specular highlights
|
||||
float3 h = normalize( normalize(i.v) + -g_vLightDir );
|
||||
float s = saturate( dot(n, h) );
|
||||
fColor += g_fSpecularPower * tex1D(specSampler, fShadow * s).xyz;
|
||||
|
||||
//return float4(fColor, 1.f);
|
||||
|
||||
// calculate coloration (hypno toad commands you!)
|
||||
float4 plasmaVal = tex3D(randomSampler, g_fTime * 0.001 + t * 0.0025);
|
||||
float plasmaPower = saturate((i.w.z - 80) + g_fTime * 15 ) * plasmaVal.a;
|
||||
float3 plasmaColor = lerp(1, hslToRgb(1 + plasmaVal.rgb), plasmaPower);
|
||||
|
||||
return float4(fColor * plasmaColor, 1.f);
|
||||
}
|
||||
89
evoke-64k/bp10/cfg/_svn/tmp/tempfile.tmp
Normal file
89
evoke-64k/bp10/cfg/_svn/tmp/tempfile.tmp
Normal file
@@ -0,0 +1,89 @@
|
||||
float2 res : register(c0);
|
||||
|
||||
sampler2D colorSampler : register(s0);
|
||||
sampler2D depthSampler : register(s1);
|
||||
sampler2D blurSampler : register(s4);
|
||||
|
||||
// Tweakables
|
||||
static float g_fRadius = 0.005f;
|
||||
static float g_fLowRadiusScaling = 0.4f;
|
||||
static float g_fNearPlane = 1.0f;
|
||||
static float g_fFocalPlane = 8.0f;
|
||||
static float g_fFarPlane = 128.0f;
|
||||
static float g_fMaxDistBlur = 0.45f;
|
||||
|
||||
static const float2 vPoissonDisc[] = {
|
||||
float2(-0.326212f, -0.40581f),
|
||||
float2(-0.840144f, -0.07358f),
|
||||
float2(-0.695914f, 0.457137f),
|
||||
float2(-0.203345f, 0.620716f),
|
||||
float2(0.96234f, -0.194983f),
|
||||
float2(0.473434f, -0.480026f),
|
||||
float2(0.519456f, 0.767022f),
|
||||
float2(0.185461f, -0.893124f),
|
||||
float2(0.507431f, 0.064425f),
|
||||
float2(0.89642f, 0.412458f),
|
||||
float2(-0.32194f, -0.932615f),
|
||||
float2(-0.791559f, -0.59771f)
|
||||
};
|
||||
|
||||
float4 ps_blur_intensity(float2 TexCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// Sample pixel depth
|
||||
float fDepth = tex2D(depthSampler, TexCoord).x;
|
||||
|
||||
// Fix canvas depth
|
||||
fDepth += (fDepth < 0.001f) * g_fFarPlane;
|
||||
|
||||
float fIntensity;
|
||||
|
||||
// Close-up blur
|
||||
if(fDepth < g_fFocalPlane)
|
||||
fIntensity = (fDepth - g_fFocalPlane) / (g_fFocalPlane - g_fNearPlane);
|
||||
// Distance blur
|
||||
else
|
||||
fIntensity = min((fDepth - g_fFocalPlane) / (g_fFarPlane - g_fFocalPlane), g_fMaxDistBlur);
|
||||
|
||||
// Bias to valid range
|
||||
return float4(
|
||||
tex2D(colorSampler, TexCoord).xyz,
|
||||
0.5f + 0.5f * fIntensity);
|
||||
}
|
||||
|
||||
float4 ps_main(float2 TexCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
// Center pixel depth
|
||||
float fDepth = tex2D(colorSampler, TexCoord).w;
|
||||
|
||||
// Scale sampling radius
|
||||
float fRadius = abs(2.0f * g_fRadius * fDepth - g_fRadius);
|
||||
float fLowRadius = fRadius * g_fLowRadiusScaling;
|
||||
|
||||
float4 fColor = 0.0f;
|
||||
float fAmount = 0.0f;
|
||||
|
||||
// Loop over samples
|
||||
for(int i = 0; i < 12; i++)
|
||||
{
|
||||
// Sample on poisson disc
|
||||
float2 fHighSampleTexCoord = TexCoord + fRadius * vPoissonDisc[i];
|
||||
float2 fLowSampleTexCoord = TexCoord + fLowRadius * vPoissonDisc[i];
|
||||
|
||||
// Sample blurred and unblurred texture
|
||||
float4 fHighSample = tex2D(colorSampler, fHighSampleTexCoord);
|
||||
float4 fLowSample = tex2D(blurSampler, fLowSampleTexCoord);
|
||||
|
||||
// Blend between blurred and unblurred texture
|
||||
float fSampleBlurIntensity = abs(2.0f * fHighSample.w - 1.0f);
|
||||
float4 fSample = lerp(fHighSample, fLowSample, fSampleBlurIntensity);
|
||||
|
||||
// Compute smart weight to avoid cross-edge leaking
|
||||
float fWeight = fSample.w < fDepth ? abs(2.0f * fSample.w - 1.0f) : 1.0f;
|
||||
|
||||
// Sum up
|
||||
fColor += fSample * fWeight;
|
||||
fAmount += fWeight;
|
||||
}
|
||||
|
||||
return fColor / fAmount;
|
||||
}
|
||||
Reference in New Issue
Block a user