quivering bubble shader exported from rendermonkey

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
User avatar
hebdemnobad
Goblin
Posts: 274
Joined: Wed Feb 09, 2005 5:09 pm
Location: catskill escarpment, new york, usa
x 3
Contact:

quivering bubble shader exported from rendermonkey

Post by hebdemnobad »

quivering asm bubble shader exported from rendermonkey

vertex shader "Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader.program.source"

Code: Select all

vs.1.1

dcl_position v0
dcl_normal   v1
dcl_texcoord v2
dcl_tangent  v3

// c0   - { 0.0,  0.5, 1.0, 2.0}
// c1   - { 4.0, .5pi, pi, 2pi}  
// c2   - {1, -1/3!, 1/5!, -1/7!} for sin    (1.0f,      -1.0f/6.0f,  1.0f/120.0f, -1.0f/5040.0f)
// c3   - {1/2!, -1/4!, 1/6!, -1/8!} for cos (1.0f/2.0f, -1.0f/24.0f, 1.0f/720.0f, -1.0f/40320.0f)
// c4-7 - Composite World-View-Projection Matrix
// c8   - Model Space Camera Position
// c10  - {1.02, 0.04, 0, 0} fixup factor for Taylor series imprecision
// c11  - {0.5, 0.5, 0.25, 0.25} waveHeight0, waveHeight1, waveHeight2, waveHeight3
// c12  - {0.0, 0.0, 0.0, 0.0} waveOffset0, waveOffset1, waveOffset2, waveOffset3
// c13  - {0.6, 0.7, 1.2, 1.4} waveSpeed0, waveSpeed1, waveSpeed2, waveSpeed3
// c14  - {0.0, 2.0, 0.0, 4.0} waveDirX0, waveDirX1, waveDirX2, waveDirX3
// c15  - {2.0, 0.0, 4.0, 0.0} waveDirY0, waveDirY1, waveDirY2, waveDirY3
// c16  - { time }
// c17  - {-0.00015, 1.0, 0.0, 0.0} base texcoord distortion x0, y0, x1, y1
// c18  - World Martix

mul r0, c14, v2.x      // use tex coords as inputs to sinusoidal warp 
mad r0, c15, v2.y, r0  // use tex coords as inputs to sinusoidal warp 
         
mov r1, c16.x          // time...
mad r0, r1, c13, r0    // add scaled time to move bumps according to frequency
add r0, r0, c12
frc r0.xy, r0          // take frac of all 4 components
frc r1.xy, r0.zwzw
mov r0.zw, r1.xyxy
         
mul r0, r0, c10.x      // multiply by fixup factor (due to inaccuracy of taylor series)
sub r0, r0, c0.y       // subtract .5
mul r0, r0, c1.w       // mult tex coords by 2pi  coords range from(-pi to pi)
         
mul r5, r0, r0         // (wave vec)^2
mul r1, r5, r0         // (wave vec)^3 
mul r6, r1, r0         // (wave vec)^4 
mul r2, r6, r0         // (wave vec)^5
mul r7, r2, r0         // (wave vec)^6
mul r3, r7, r0         // (wave vec)^7 
mul r8, r3, r0         // (wave vec)^8
         
mad r4, r1, c2.y, r0   // (wave vec) - ((wave vec)^3)/3! 
mad r4, r2, c2.z, r4   //  + ((wave vec)^5)/5! 
mad r4, r3, c2.w, r4   //  - ((wave vec)^7)/7! 
         
mov r0, c0.z           // 1
mad r5, r5, c3.x ,r0   // -(wave vec)^2/2!
mad r5, r6, c3.y, r5   // +(wave vec)^4/4!
mad r5, r7, c3.z, r5   // -(wave vec)^6/6!
mad r5, r8, c3.w, r5   // +(wave vec)^8/8!
         
dp4 r0, r4, c11        // multiply wave heights by waves
         
mul r0, r0, v1         // apply deformation in direction of normal

add r0.xyz, r0, v0     // add to position
mov r0.w, c0.z         // homogenous component

m4x4    oPos, r0, c4   // OutPos = WorldSpacePos * Composite View-Projection Matrix
mov     oT0, v2        // Pass along texture coordinates

;This is where the shader starts to diverge a bit from the Ocean shader.  First the binormal is computed

mov     r3, v1
mul     r4, v3.yzxw, r3.zxyw
mad     r4, v3.zxyw, -r3.yzxw, r4   // cross product to find binormal

;Then the normal is warped based on the tangent space basis vectors (tangent and binormal).

mul     r1, r5, c11        // cos * waveheight
dp4     r9.x, -r1, c14     // amount of normal warping in direction of binormal
dp4     r9.y, -r1, c15     // amount of normal warping in direction of tangent
mul     r1, r4, r9.x       // normal warping in direction of binormal
mad     r1, v3, r9.y, r1   // normal warping in direction of tangent
mad     r5, r1, c10.y, v1  // warped normal move nx, ny: cos * wavedir * waveheight

;The normal is then renormalized.

mov     r10, r5
m3x3    r5, r10, c18       // transform normal
dp3     r10.x, r5, r5
rsq     r10.y, r10.x
mul     r5, r5, r10.y      // normalize warped normal

; Next the view vector is computed:
mov     r10, r0
m4x4    r0, r10, c18       // transform vertex position

sub     r2, c8, r0         // view vector
dp3     r10.x, r2, r2
rsq     r10.y, r10.x
mul     r2, r2, r10.y      // normalized view vector

; Then the dot product of the view vector and the warped normal is computed:

dp3     r7, r5, r2         // N.V 
mov     oT2, r7            // Pass along N.V

; This is used to compute the reflection vector.

add     r6, r7, r7         // 2N.V
mad     r6, r6, r5, -r2    // 2N(N.V)-V
mov     oT1, r6            // reflection vector

vertex shader "Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader.program.source"

Code: Select all

// c0  - (0.0, 0.5, 1.0, -0.75)
// c1  - (0.6, 0.1, 0.0, 0.0) Alpha Scale and bias
ps.1.4

texld r0, t0
texld r1, t1
texcrd r2.rgb, t2


   cmp r2.r, r2.r, r2.r, -r2.r     // abs(V.N)  
   +mad_x4_sat r1.a, r1.a, r1.a, c0.a // 4 * (a^2 - .75), clamped


   mul_x2_sat r2.rgb, r0, r1       //  base * env (may change scale factor later)
   +mad r2.a, 1-r2.r, c1.x, c1.y   // alphascale * abs(V.N) + alphabias

       
   lrp r0.rgb, r1.a, r1, r2        // Lerp between Env and Base*Env based on glow map
   +add r0.a, r2.a, r1.a           // Add glow map to Fresnel term for alpha



.material file

Code: Select all

//DirectX 9.0 ASM Vertex Shader
vertex_program Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader asm
{
	source Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader.program.source
	syntax vs_1_1
}

//DirectX 9.0 ASM Pixel Shader
fragment_program Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader asm
{
	source Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader.program.source
	syntax ps_1_4
}


//Effect: BubbleShader_ASM
material spherematerial
{
	technique
	{
		//Rendering Pass: Front Faces (pass index: #0 )
		pass
		{
			//State: D3DRS_ZENABLE, Value : D3DZB_FALSE
			depth_check off
			//State: D3DRS_CULLMODE, Value : D3DCULL_CW
			cull_hardware clockwise
			//State: D3DRS_LIGHTING, Value : FALSE
			lighting off
			//State: D3DRS_SRCBLEND, Value : D3DBLEND_SRCALPHA
			//State: D3DRS_DESTBLEND, Value : D3DBLEND_INVSRCALPHA
			scene_blend src_alpha one_minus_src_alpha
			//DirectX 9.0 ASM Pixel Shader
			fragment_program_ref Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader
			{
				//Shader Constant: magic_numbers
				param_indexed 0 float4 0.000000 0.500000 1.000000 -0.750000
				//Shader Constant: alpha_scale_and_bias
				param_indexed 1 float4 0.600000 0.100000 0.000000 0.000000
			}
			//DirectX 9.0 ASM Vertex Shader
			vertex_program_ref Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader
			{
				//Shader Constant: helper_constants
				param_indexed 0 float4 0.000000 0.500000 1.000000 2.000000
				//Shader Constant: multiples_of_pi
				param_indexed 1 float4 4.000000 1.507960 3.141590 6.282190
				//Shader Constant: factorials_for_sin
				param_indexed 2 float4 1.000000 -0.166670 0.008330 -0.000200
				//Shader Constant: factorials_for_cos
				param_indexed 3 float4 0.500000 -0.041670 0.001390 -0.000020
				//Shader Constant: view_proj_matrix
				param_indexed_auto 4 worldviewproj_matrix
				//Shader Constant: cameraPos
				param_indexed 8 float4 0.000000 0.000000 100.000000 1.000000
				//Shader Constant: fixup_factors_for_Taylor_series
				param_indexed 10 float4 0.020000 0.040000 0.000000 0.000000
				//Shader Constant: waveHeights
				param_indexed 11 float4 10.200000 10.30500000 10.350000 10.350000
				//Shader Constant: waveOffsets
				param_indexed 12 float4 0.000000 0.000000 0.000000 0.000000
				//Shader Constant: waveSpeed
				param_indexed 13 float4 0.600000 0.700000 1.200000 1.400000
				//Shader Constant: wave_directions_in_X
				param_indexed 14 float4 0.000000 2.000000 0.000000 4.000000
				//Shader Constant: wave_directions_in_Y
				param_indexed 15 float4 2.000000 0.000000 4.000000 0.000000
				//Shader Constant: time_0_X
				param_indexed_auto 16 time_0_x 120.000000
				//Shader Constant: texcoord_distortion
				param_indexed 17 float4 -0.01050 0.000000 0.000000 0.000000
				//Shader Constant: worldMatrix
				param_indexed 18 matrix4x4 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000
			}
			//Texture Stage 0
			//basemap: "..MediaTexturesBubblerainbowfilm_smooth.bmp"
			texture_unit
			{
				texture rainbowfilm_smooth.bmp 2d
			}
			//Texture Stage 1
			//cubeMap: "..MediaTexturesBubbleroom-dxt5.dds"
			texture_unit
			{
				texture room-dxt5.dds cubic
			}
		}
		//Rendering Pass: Back Faces (pass index: #1 )
		pass
		{
			//State: D3DRS_ZENABLE, Value : D3DZB_FALSE
			depth_check off
			//State: D3DRS_CULLMODE, Value : D3DCULL_CCW
			cull_hardware anticlockwise
			//State: D3DRS_LIGHTING, Value : FALSE
			lighting off
			//State: D3DRS_SRCBLEND, Value : D3DBLEND_SRCALPHA
			//State: D3DRS_DESTBLEND, Value : D3DBLEND_INVSRCALPHA
			scene_blend src_alpha one_minus_src_alpha
			//DirectX 9.0 ASM Pixel Shader
			fragment_program_ref Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Pixel_Shader
			{
				//Shader Constant: magic_numbers
				param_indexed 0 float4 0.000000 0.500000 1.000000 -0.750000
				//Shader Constant: alpha_scale_and_bias
				param_indexed 1 float4 0.600000 0.100000 0.000000 0.000000
			}
			//DirectX 9.0 ASM Vertex Shader
			vertex_program_ref Direct_X_9_Bubble_Effect.BubbleShader_ASM.Front_Faces.Vertex_Shader
			{
				//Shader Constant: helper_constants
				param_indexed 0 float4 0.000000 0.500000 1.000000 2.000000
				//Shader Constant: multiples_of_pi
				param_indexed 1 float4 4.000000 1.507960 3.141590 6.282190
				//Shader Constant: factorials_for_sin
				param_indexed 2 float4 1.000000 -0.166670 0.008330 -0.000200
				//Shader Constant: factorials_for_cos
				param_indexed 3 float4 0.500000 -0.041670 0.001390 -0.000020
				//Shader Constant: view_proj_matrix
				param_indexed_auto 4 worldviewproj_matrix
				//Shader Constant: cameraPos
				param_indexed 8 float4 0.000000 0.000000 100.000000 1.000000
				//Shader Constant: fixup_factors_for_Taylor_series
				param_indexed 10 float4 0.020000 0.040000 0.000000 0.000000
				//Shader Constant: waveHeights
				param_indexed 11 float4 10.200000 10.30500000 10.350000 10.350000
				//Shader Constant: waveOffsets
				param_indexed 12 float4 0.000000 0.000000 0.000000 0.000000
				//Shader Constant: waveSpeed
				param_indexed 13 float4 0.0600000 0.0700000 1.200000 1.400000
				//Shader Constant: wave_directions_in_X
				param_indexed 14 float4 0.000000 2.000000 0.000000 4.000000
				//Shader Constant: wave_directions_in_Y
				param_indexed 15 float4 2.000000 0.000000 4.000000 0.000000
				//Shader Constant: time_0_X
				param_indexed_auto 16 time_0_x 12.000000
				//Shader Constant: texcoord_distortion
				param_indexed 17 float4 -0.01050 0.500000 0.000000 0.000000
				//Shader Constant: worldMatrix
				param_indexed 18 matrix4x4 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000
			}
			//Texture Stage 0
			//basemap: "..MediaTexturesBubblerainbowfilm_smooth.bmp"
			texture_unit
			{
				texture rainbowfilm_smooth.bmp 2d
			}
			//Texture Stage 1
			//cubeMap: "..MediaTexturesBubbleroom-dxt5.dds"
			texture_unit
			{
				texture room-dxt5.dds cubic
			}
		}
	}
}
Not all that versitile, but perhaps as attacking monster/robot eyecandy ala The Prisoner.

Live scene that uses OS3D, a windows browser plugin (open-source and as developed and more so as any ogre based browser plugin I've come across) that uses Ogre along with some of the other usual suspects (scol, a pretty easy to learn scripting language, newton, openal, etc): http://www.ifam.net/openspace/bubble/web/index.html

I'll post to wiki when I have time. As for improvements, a live reflection map would be nice as opposed to something baked ahead of time. And you see faces breaking apart at the uv seams. Have fun and play with blobs.
Post Reply