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//-----------------------------------------------------------------------------
// File: AntiAlias.fx
//
// Desc: The DX9 Effect File for Blurring with the GroupAntiAlias node
//
//
// Copyright (c) 2007-2007, Bitmanagement Software GmbH. All rights reserved.
// based on Blurr shader from Cecile Muller, webmaster .at. wildpeaks.com
//
//-----------------------------------------------------------------------------
// Nvidia Geforce FX: Device max profiles: vs_2_a, ps_2_a
// Transformation matrices
float4x4 World : WORLD;
float4x4 View : VIEW;
float4x4 Projection : PROJECTION;
// screen parameters
float2 WindowSize : VIEWPORTPIXELSIZE;
float2 WindowOffset = { 0.0, 0.0 };
float2 ScreenSize = { 1600.0f, 1200.0f };
float2 SceneMapPixelDelta = { 1.0/1024, 1.0/768 };
// left scene buffer
texture SceneMap0 : RENDERCOLORTARGET
<
float2 ViewportRatio = { 1.0, 1.0 };
int MIPLEVELS = 1;
string format = "X8R8G8B8";
>;
//--------------------------------------------------------------------------------------
// Texture samplers
//--------------------------------------------------------------------------------------
sampler SceneMapSampler = sampler_state
{
texture = <SceneMap0>;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = NONE;
MINFILTER = POINT; // LINEAR;
MAGFILTER = POINT; // LINEAR;
//MINFILTER = LINEAR; // LINEAR;
//MAGFILTER = LINEAR; // LINEAR;
};
//--------------------------------------------------------------------------------------
// Name: VS
// Type: Vertex Shader
// Desc: Projection transform
//--------------------------------------------------------------------------------------
void VS( float4 posObj: POSITION,
float4 colorIn: COLOR0,
float2 texCoordIn: TEXCOORD0,
out float4 posProj: POSITION,
out float4 colorOut: COLOR0,
out float2 texCoordOut: TEXCOORD0 )
{
// Transform the position into projected space for display and world space for lighting
posProj = mul( posObj, World ); // is identity anyway
posProj = mul( posProj, View );
posProj = mul( posProj, Projection );
// pass vertex current color
colorOut = colorIn;
// Pass the texture coordinate
texCoordOut = texCoordIn; // +SceneMapPixelDelta*0.5;
texCoordOut.y -= SceneMapPixelDelta.y;
}
//--------------------------------------------------------------------------------------
// Name: PS_Blurr
// Type: Pixel Shader
// Desc: Modulate the texture by modulateColor
//--------------------------------------------------------------------------------------
float4 wcolor = {1.0/4.0,1.0/4.0,1.0/4.0,1.0/4.0 };
// using n pathes, with texture and modulate factor as arguments
void PS_Blurr(
float4 colorIn: COLOR0,
float2 texCoord: TEXCOORD0,
out float4 colorOut: COLOR0,
uniform sampler Sampler,
uniform float4 modulateColor,
uniform float2 offset
)
{
colorOut = colorIn;
// Sample and modulate the texture
colorOut *= tex2D( Sampler, texCoord + offset);
colorOut *= modulateColor;
}
// using one path with ps_2_0 model
void PS_Blurr_SinglePath(
float4 colorIn: COLOR0,
float2 texCoord: TEXCOORD0,
out float4 colorOut: COLOR0
)
{
//colorOut = colorIn;
// Sample and modulate the texture
/*
float w = 1.0/5.0;
// filter 5 pixels
colorOut = w*tex2D( SceneMapSampler, texCoord);
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(SceneMapPixelDelta.x,0));
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(-SceneMapPixelDelta.x,0));
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(0.0,SceneMapPixelDelta.y));
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(0.0,-SceneMapPixelDelta.y));
*/
float w = 1.0/4.0;
// filter 4pixels
colorOut = w*tex2D( SceneMapSampler, texCoord);
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(SceneMapPixelDelta.x,0));
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(SceneMapPixelDelta.x,-SceneMapPixelDelta.y));
colorOut += w*tex2D( SceneMapSampler,texCoord+float2(0.0,-SceneMapPixelDelta.y));
/*
float4 color;
float w = 1.0/5.0;
// filter 5 pixels
//w=0.5;
color = w*tex2D( SceneMapSampler, texCoord);
//w= 0.5/4;
color += w*tex2D( SceneMapSampler,texCoord+float2(SceneMapPixelDelta.x,0));
color += w*tex2D( SceneMapSampler,texCoord+float2(0.0,SceneMapPixelDelta.y));
color += w*tex2D( SceneMapSampler,texCoord+float2(-SceneMapPixelDelta.x,0));
color += w*tex2D( SceneMapSampler,texCoord+float2(0.0,-SceneMapPixelDelta.y));
colorOut=color;
*/
//colorOut.r = 1.0;
}
// box filter with radius strength
float4 BoxBlur(
uniform int strength,
float2 Tex : TEXCOORD0): COLOR0
{
float4 Color;
float4 OriginalColor;
// OriginalColor = tex2D( SceneMapSampler, float2(Tex.x, Tex.y) );
Color = float4(0,0,0,0); // OriginalColor;
// Declaring inside instead
//int strength = 3; // don't set too high
float offset = 0.001;
float blend = 0.5;
float sharpening = 5.0f;
// Makes the box blurring
if ((strength > 0) && (strength < 64))
{
for (int i = 0; i < strength; i++) {
for (int j = 0; j < strength; j++) {
Color += tex2D( SceneMapSampler, float2(Tex.x + (i-strength*0.5) * SceneMapPixelDelta.x, Tex.y - (j-strength*0.5) * SceneMapPixelDelta.y) );
}
}
Color = Color / (strength * strength);
}
else
Color = tex2D( SceneMapSampler, float2(Tex.x, Tex.y) );
// The sharpening stage - from http://www.facewound.com/tutorials/shader1/
//Color -= tex2D( SceneMapSampler, float2(Tex.x, Tex.y) + SceneMapPixelDelta) * sharpening;
//Color += tex2D( SceneMapSampler, float2(Tex.x, Tex.y) - SceneMapPixelDelta) * sharpening;
return Color;
}
//--------------------------------------------------------------------------------------
// Techniques
//--------------------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: PS_Blurr
// Type: Technique
// Desc: Renders scene to render target
//-----------------------------------------------------------------------------
// 1 Pass Box filter radius 3
technique Blurr_Box
{
pass P0
{
VertexShader = compile vs_1_1 VS();
//PixelShader = compile ps_2_a BoxBlur(4);
PixelShader = compile ps_2_0 BoxBlur(3);
}
}
// 1 Pass
technique Blurr_SinglePath
{
pass P0
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr_SinglePath();
}
}
// 4 Pass with blending - is stripy
technique Blurr_MultiPath
{
pass P0
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, wcolor,float2(0,0));
AlphaBlendEnable = false;
}
pass P1
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, wcolor,float2(SceneMapPixelDelta.x,0) );
// enable alpha blending
AlphaBlendEnable = TRUE;
SrcBlend = ONE;
DestBlend = ONE;
}
pass P2
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, wcolor,float2(SceneMapPixelDelta.x,-SceneMapPixelDelta.y) );
}
pass P3
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, wcolor,float2(0,-SceneMapPixelDelta.y) );
}
}
// identity 1:1
technique Blurr_1
{
pass P0
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, float4(1,1,1,1),float2(SceneMapPixelDelta.x*0.5,SceneMapPixelDelta.y*0.5) );
PixelShader = compile ps_2_0 PS_Blurr( SceneMapSampler, float4(1,1,1,1),float2(0,0) );
}
}
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// GaussianBlur
// #######################
// ##### PARAMETERS ######
uniform sampler2D TextureSampler;
#define SAMPLE_COUNT 7
uniform vec2 SampleOffsets[SAMPLE_COUNT];
uniform float SampleWeights[SAMPLE_COUNT];
// #######################
// ##### PIXELSHADER #####
void main(void)
{
vec4 c = vec4(0.0);
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += texture2D(TextureSampler, gl_TexCoord[0].xy + SampleOffsets[i].xy) *SampleWeights[i];
}
gl_FragColor = c;
}
// GaussianBlur.fx
// #######################
// ##### PARAMETERS ######
sampler TextureSampler : register(s0);
#define SAMPLE_COUNT 7
// set by application
float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
// #######################
// ##### PIXELSHADER #####
float4 PS(float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
}
return c;
}
// #######################
// ##### TECHNIQUES ######
technique GaussianBlur
{
pass Pass1
{
PixelShader = compile ps_2_0 PS();
}
}
// GaussianBlur vert pass through
// #######################
// ##### VERTEXSHADER #####
void main(void)
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
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ActiveX/bscontact/avatar.jpg

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File suppressed by a .gitattributes entry or the file's encoding is unsupported.
[CC3D]
&Back=&Zpet
&Graphics=&Grafika
&Help=&Napoveda
&Movement=&Pohyby
&Speed=&Rycholst pohybu
&Viewpoints=&Pohledy
Hardware=Hardware
High Quality=Velka kvalita
High Speed=Velka rychlost
Jumping to=Skacu k ...
Loaded=Nacteno
Loading=Nahravam
m32768=&Celni svitilna
m32770=&Kolize\tCtrl+Shift+C
m32773=&Navrat\tEsc
m32778=&Klouzani\tCtrl+Shift+S
m32779=&Zkoulat\tCtrl+Shift+E
m32780=&Sledovat\tCtrl+Shift+P
m32781=&Chuze\tCtrl+Shift+W
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m32784=&Plochy
m32785=&Hladky
m32789=&Body
m32796=&Textury
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m32891=&Prochazet pohledy
m32894=&Nasledujici pohled\tPageDown
m32895=&Predchozi pohled\tPageUp
m33000=Nic 1
m33001=Online &Manual
m33003=&Navstivit BS
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m33006=&Skoky\tF3
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m33021=&Preference...\tF9
m38001=&Hledat novou verzi
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m38005=&Normalne
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m38011=&Vzdalit se
m38012=&Postavit se na zem\tCtrl+Shift+U
m38015=&Gravitace\tCtrl+Shift+G
m38016=&Konsole
m38017=Ukazat meho &Avatara
m38019=&Ovladaci panel
MMX Speed=Vyuzivat MMX
p208=
p209=Hladke textury
p211=Pouzit pamet videoadapteru
p217=Registrovat jako VRML prohlizec pro IE
p220=V budoucnu nezobrazovat
p225=Pouzivat Intel RSX pokud je instalovan
p228=Ukladat internetove VRML svety na pevny disk
p231=Odstranit stazene soubory...
p233=bezet plnou rychlosti
p234=zobrazovat varovani VRML
p235=prisna detekce kolizi
p241=Kazdou navstevu
p242=Jednou za navstevu
p243=Po
p249=Ovladaci panel po spusteni
p250=Rozsah uzivatelskeho interface
p251=ovladac Direct 3D
p252=Direct 3D na celou obrazovku
;p253=
p255=Ukladat adresare hard disku
p256=napriklad. CDROM:\cache D:\cache
p257=Dalsi adresare pouze pro cteni k ukladani
p258=Podivat se po nove verzi
p259=Jak mnoho diskoveho prostoru pouzivat
p260=Jak mnoho diskoveho prostoru zachovat volneho
p261=dni
p262=nalezen Direct 3d hardware!
p263=Chcete jej pouzit?
p264=pouzivat instrukce Intel Pentium III ISSE
p265=3D Transformace/Svetla softwarove
p266=Koncovy pocet obrazku FPS
p270=Tessellation Factor
p273=Nastaveni NURBS
p274=pouzit Direct 3D vybirani
p277=BS Contact byl necekane ukoncen.
p279=Bezpecny rezim (pomaly)
p281=Maximalni velikost Texture
p282=Faktor viditelnosti
p288=Detaily
p289=Pouzivat animace
p290=Pouzivat zvuky
p291=pouzivat Textury
p292=Normalni rezim
p293=Mod NURBS Tessellation
p33018=StinovaniPreferences=Preference
Reading=Ctu
s32768=Prepnout celni svitilnu
s32770=Nedovolit kolizi s obekty
s32773=Jit na startovni pohled
s32778=Klouzani po skle: pohyb nahoru a dolu, doleva a doprava
s32779=Prozkoumavani: rotace kolem vybraneho objektu
s32780=Sledovani: divat se nadoru, dolu doleva a doprava
s32781=Chuze: jdu vpred a vzad, otacim se doleva a doprava
s32782=Vykreslovat jako dratovy model
s32784=Vykreslovat jako rovne plosky
s32785=Vykreslovat zaoblene utvary
s32789=Vykreslovat pouze hranicni body
s32796=Pri vykreslovani pouzivat textury
s32837=Litani: Nahoru a dolu, doleva a doprava s automatickou rychlosti
s32891=Prechazet mezi pohledy (Zastaveni klavesou <Escape>)
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s32895=Jit na predchozi pohled ve scene
s32900=
s32950=
s32951=
s32952=
s32953=
s33001=Zobrazit Online Manual
s33003=Navstivit stranky BS
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s38016=Zobrazit VRML konzoli
s38017=Zobrazit z pohledu treti osoby - vidim vlastniho avatara
s38019=Zapnout/vypnout navigacni panel
s57345=
Se&ttings=&Nataveni
Viewpoint1=Pohled1
[CC3D]
&Back=&Terug
&Graphics=&Graphics
&Help=&Help
&Help=&Help
&Movement=&Beweging
&Speed=&Snelheid
&Speed=&Snelheidd
&Viewpoints=&Ontmoetingspunten
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High Quality=Hoge Kwaliteit
High Speed=Hoge Snelheid
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Loading=Laden
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p209=Gladde texturen
p211=Gebruik videogeheugen
p212=
p213=
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p220=Dit venster niet meer tonen
p225=Gebruik Intel RSX 3D Sound indien genstalleerd
p228=Cache Internet VRML Werelden naar de harde schijf
p231=Leeg de cache nu ...
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p253=
p255=Cache directory op de harde schijf
p256=i.e. CDROM:\cache D:\cache
p257=Overige alleen-lezen cache directories
p258=Controleer op nieuwere versies
p259=Hoeveelheid schijfruimte om te gebruiken
p260=Hoeveelheid schijfruimte om vrij te houden
p261=dagen
p262=Direct 3D Hardware gevonden!
p263=Moet deze worden gebruikt?
p264=Gebruik Intel Pentium III ISSE instructies
p265=3D Transformatie/Belichting in software
p266=Gewenste Frame Rate FPS
p270=Tessellatiefactor
p273=NURBS Instellingen
p274=Gebruik Direct 3D culling
p277=BS Contact onjuist afgesloten.
p279=Veilige modus (langzaam)
p281=Max. Textuuromvang
p282=Zichtbaarheidsfactor
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p290=Gebruik Geluiden
p291=Gebruik Texturen
p292=Normale Modus
p293=NURBS Tessellatiemodus
p33018=Dither
Preferences=Voorkeuren
s32768=Schakel de algemene koplamp van de camera in/uit
s32770=Voorkom het botsen tegen objecten
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s32780=Kantelmodus: kijk omhoog/omlaag links/rechts
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s32782=Render in Draadmodelmodus
s32784=Render in plat-met-schaduwmodus
s32785=Render in glad-met-schaduwmodus
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s32894=Ga naar volgende ontmoetingspunt in scene
s32895=Ga naar vorige ontmoetingspunt in scene
s32950=
s32951=
s32952=
s32953=
s33001=Bekijk de Online handleiding
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s33005=Toon het infoscherm
s33006=Klik op objecten om te springen, Shift-Klik volgt
s33009=Schakel geluid in/uit
s33010=Informatie over de wereld
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s33019=Schakel gladde texturenmodusfilter in/uit
s33021=Bewerk algemene voorkeuren
s38001=Controlleer voor een geupdate versie Online
s38002=Draaimodus: Draai om een gefixeerd punt en verander de afstand
s38003=Verander naar heel langzame Navigatiesnelheid
s38004=Verander naar langzame Navigatiesnelheid
s38005=Verander naar gemiddelde Navigatiesnelheid
s38006=Verander naar snelle Navigatiesnelheid
s38007=Verander naar heel snelle Navigatiesnelheid
s38011=Krijg een overzicht van de hele wereld
s38012=Rechtop staan
s38015=Zwaartekracht
s38016=Toon het VRML console
s38017=Schakelt 3e persoonsmodus weergave van Avatar in/uit
s38019=Schakelt het navigatiepaneel in/uit
s57345=
Se&ttings=In&stellingen
Se&ttings=In&stellingen
Viewpoint1=Ontmoetingspunt1
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