Difference between revisions of "User:T L T"

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[[File:TheBall04.jpg|700px]]
 
[[File:TheBall04.jpg|700px]]
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 +
<br>
 +
 +
==Lesson 3==
 +
 +
[[File:TheBall05 T L T.jpg|700px]]
 +
 +
<nowiki>[General]
 +
 +
// UseRenderedShaders=true is nearly always useful, because it trims the
 +
// list of shaders seen while hunting down to just those active in the
 +
// current scene.  Disable this only if you get crashes during hunting.
 +
UseRenderedShaders=true
 +
 +
// DumpAll will generate ASM text files for every shader seen by the game.
 +
// This is usually worth doing once, but not useful for every run.
 +
DumpAll=false
 +
 +
// Constant registers that will arrive in Vertex and Pixel Shaders, as
 +
// c220.  The constants below will be assigned, based on the key preset.
 +
DefVSConst1 = 220 
 +
DefPSConst1 = 220
 +
 +
// The PresetKeysList specifies which KEYs will be used.
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// Multiple keys lists are supported.
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PresetsKeysList = 1;
 +
 +
// For this single key example, we only need one keylist, KEY1. This specifies
 +
// that the Numpad 0 keyboard key (Key=96) should act as a toggle. And toggle
 +
// between the two Presets of PRES1, PRES2.  Which will change the Const1 being
 +
// passed to the shader code from 1.0 to 0.0 as floating point numbers.
 +
// Type=1 is toggle, Type=2 is momentary.
 +
[KEY1]
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Key = 46
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Presets = 1;2;
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Type = 1
 +
 +
// Constants that will be sent to every shader through constant register c220.
 +
// The Const1 tells us that we'll need to use c220.x to compare against these
 +
// values.  Const2 would be seen as c220.y.
 +
// 0x3f800000 is 1.0 in floating point hex, 0x00000000 is 0.0 in hex
 +
// UseByDef specifies which constant is the default starting value.
 +
[PRES1]
 +
Const1 = 0x3f800000
 +
[PRES2]
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UseByDef=True
 +
Const1 = 0x00000000</nowiki>
 +
 +
<nowiki>// Annoying bloom on  ball
 +
 +
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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//
 +
// Parameters:
 +
//
 +
//  sampler2D Texture2D_0;
 +
//  float UniformPixelScalar_7;
 +
//  float4 UniformPixelVector_0;
 +
//  float4 UniformPixelVector_3;
 +
//  float4 UniformPixelVector_4;
 +
//  float4 UniformPixelVector_5;
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//  float4 UniformPixelVector_6;
 +
//
 +
//
 +
// Registers:
 +
//
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//  Name                Reg  Size
 +
//  -------------------- ----- ----
 +
//  UniformPixelVector_0 c0      1
 +
//  UniformPixelVector_3 c4      1
 +
//  UniformPixelVector_4 c5      1
 +
//  UniformPixelVector_5 c6      1
 +
//  UniformPixelVector_6 c7      1
 +
//  UniformPixelScalar_7 c8      1
 +
//  Texture2D_0          s0      1
 +
//
 +
 +
    ps_3_0
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 +
    //def c220, Const1, Const2, Const3, Const4
 +
def c200, 0, 1, 0.0625, 0 // x=0 for comparison to Const1
 +
 +
    def c1, 0.5, 1, -0.5, 0
 +
    def c2, 3, 0, 0, 0
 +
    dcl_texcoord v0.xy
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    dcl_texcoord1 v1
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    dcl_texcoord2 v2.y
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    dcl_texcoord4 v3.w
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    dcl_2d s0
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    add r0.xy, c1.z, v0
 +
    mov r0.w, c1.w
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    dp2add r1.x, c5, r0, r0.w
 +
    dp2add r1.y, c6, r0, r0.w
 +
    add r0.xy, r1, c1.x
 +
    texld r0, r0, s0
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    mad_sat r0.y, v2.y, -c1.x, c1.y
 +
    mul r0.yzw, r0.y, v1.xxyz
 +
    mul r0.yzw, r0, v1.w
 +
    mul_sat r0.xyz, r0.yzww, r0.x
 +
    mul r1.xyz, r0, c4
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    mad r0.xyz, c4, -r0, r0
 +
    mad r0.xyz, c8.x, r0, r1
 +
    mul r0.xyz, r0, c4.w
 +
    mul r0.xyz, r0, c7
 +
    mov r1.x, c2.x
 +
    mad_pp r0.xyz, r0, r1.x, c0
 +
    mul_pp oC0.xyz, r0, v3.w
 +
    mov oC0.w, c1.w 
 +
   
 +
// if Const1 = 0 disable effect, else leave it on
 +
mov r30.x, c220.x
 +
if_eq r30.x, c200.x
 +
  mov oC0.xyzw, c200.wwyw
 +
endif
 +
 
 +
// approximately 21 instruction slots used (1 texture, 20 arithmetic)
 +
</nowiki>

Revision as of 00:55, 22 September 2015

Lesson 0

TheBall01 50T L T.jpg


Lesson 0.5

TheBall02 T L T.jpg


Lesson 1

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   float4 TextureComponentReplicateAlpha;
//   sampler2D _Texture;
//
//
// Registers:
//
//   Name                           Reg   Size
//   ------------------------------ ----- ----
//   TextureComponentReplicateAlpha c0       1
//   _Texture                       s0       1
//

    ps_3_0
    dcl_texcoord v0.xy
    dcl_texcoord1 v1
    dcl_2d s0
    texld r0, v0, s0
    dp4 r0.w, r0, c0
    mul oC0, r0, v1

// approximately 3 instruction slots used (1 texture, 2 arithmetic)


Lesson 2

Before

TheBall03.jpg


After

TheBall04.jpg


Lesson 3

TheBall05 T L T.jpg

[General]

// UseRenderedShaders=true is nearly always useful, because it trims the 
// list of shaders seen while hunting down to just those active in the 
// current scene.  Disable this only if you get crashes during hunting.
UseRenderedShaders=true

// DumpAll will generate ASM text files for every shader seen by the game.
// This is usually worth doing once, but not useful for every run.
DumpAll=false

// Constant registers that will arrive in Vertex and Pixel Shaders, as
// c220.  The constants below will be assigned, based on the key preset.
DefVSConst1 = 220  		
DefPSConst1 = 220

// The PresetKeysList specifies which KEYs will be used.
// Multiple keys lists are supported.
PresetsKeysList = 1;

// For this single key example, we only need one keylist, KEY1. This specifies
// that the Numpad 0 keyboard key (Key=96) should act as a toggle. And toggle
// between the two Presets of PRES1, PRES2.  Which will change the Const1 being 
// passed to the shader code from 1.0 to 0.0 as floating point numbers.
// Type=1 is toggle, Type=2 is momentary.
[KEY1]
Key = 46
Presets = 1;2;
Type = 1

// Constants that will be sent to every shader through constant register c220.
// The Const1 tells us that we'll need to use c220.x to compare against these
// values.  Const2 would be seen as c220.y.
// 0x3f800000 is 1.0 in floating point hex, 0x00000000 is 0.0 in hex
// UseByDef specifies which constant is the default starting value.
[PRES1]
Const1 = 0x3f800000
[PRES2]
UseByDef=True
Const1 = 0x00000000
// Annoying bloom on  ball

// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   float UniformPixelScalar_7;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_3;
//   float4 UniformPixelVector_4;
//   float4 UniformPixelVector_5;
//   float4 UniformPixelVector_6;
//
//
// Registers:
//
//   Name                 Reg   Size
//   -------------------- ----- ----
//   UniformPixelVector_0 c0       1
//   UniformPixelVector_3 c4       1
//   UniformPixelVector_4 c5       1
//   UniformPixelVector_5 c6       1
//   UniformPixelVector_6 c7       1
//   UniformPixelScalar_7 c8       1
//   Texture2D_0          s0       1
//

    ps_3_0
    
    //def c220, Const1, Const2, Const3, Const4
def c200, 0, 1, 0.0625, 0	// x=0 for comparison to Const1

    def c1, 0.5, 1, -0.5, 0
    def c2, 3, 0, 0, 0
    dcl_texcoord v0.xy
    dcl_texcoord1 v1
    dcl_texcoord2 v2.y
    dcl_texcoord4 v3.w
    dcl_2d s0
    add r0.xy, c1.z, v0
    mov r0.w, c1.w
    dp2add r1.x, c5, r0, r0.w
    dp2add r1.y, c6, r0, r0.w
    add r0.xy, r1, c1.x
    texld r0, r0, s0
    mad_sat r0.y, v2.y, -c1.x, c1.y
    mul r0.yzw, r0.y, v1.xxyz
    mul r0.yzw, r0, v1.w
    mul_sat r0.xyz, r0.yzww, r0.x
    mul r1.xyz, r0, c4
    mad r0.xyz, c4, -r0, r0
    mad r0.xyz, c8.x, r0, r1
    mul r0.xyz, r0, c4.w
    mul r0.xyz, r0, c7
    mov r1.x, c2.x
    mad_pp r0.xyz, r0, r1.x, c0
    mul_pp oC0.xyz, r0, v3.w
    mov oC0.w, c1.w  
    
// if Const1 = 0 disable effect, else leave it on
mov r30.x, c220.x
if_eq r30.x, c200.x
   mov oC0.xyzw, c200.wwyw
endif
  
// approximately 21 instruction slots used (1 texture, 20 arithmetic)