ShaderMirror
From SimsWiki
EP6-BV
0xCD7FE87A
0x1C0532FA
0xBAC036BC
0xFF123570
# reflection
version 4
# Shaders for mirror reflections.
# Note: These materials assume that the reflection camera uses the same handed coordinate system as
# the main camera, with the x axis flipped. Therefore, when marking out the area in the stencil buffer
# to be filled in the with the reflection view, the x clip coordinate of the mirror vertices is
# negated.
#
# The layer numbers for the mirror pre- and post-reflection render materials (+/-99998) are referenced
# from C++ code for the censor-in-mirror render.
set reflectionRenderTarget "ScreenReflection"
#beginshader SimpleMirrorReflection
#description Assign this material to the mirror quad to make it reflective.
#description The mirror quad needs to be centered over the origin in its local space,
#description facing positive Y. You can use a transform bone to orient the mirror
#description however you need.
set mvAspect 1
setv4 thumbnailMirrorColor (0.5,0.6,0.75, 1)
setv4 impostorMirrorColor (0.4, 0.4, 0.4, 1)
setv4 reflectionsOffMirrorColor (0.6, 0.6, 0.6, 1)
define SimpleMirrorReflection()
material
if (viewerRenderType = $kRenderTypeShadow)
create StandardShaderShadow()
else
if (viewerRenderType = $kRenderTypeThumbnail)
create BlankMirrorMaterial(viewerRenderType $thumbnailMirrorColor)
elseif (viewerRenderType = $kRenderTypeImposter)
create BlankMirrorMaterial(viewerRenderType $impostorMirrorColor)
elseif (viewerRenderType = $kRenderTypePoolReflection)
create BlankMirrorMaterial(viewerRenderType $impostorMirrorColor)
elseif (viewerRenderType = $kRenderTypeOceanReflection)
create BlankMirrorMaterial(viewerRenderType $impostorMirrorColor)
else
if (not $mirrorReflectionsEnabled)
set currentType (viewerRenderType)
create BlankMirrorMaterial($currentType $reflectionsOffMirrorColor)
else
create MirrorReflectionMaterial()
endif
endif
endif
end
enddef
#endshader
define BlankMirrorMaterial(renderType mirrorColor)
# mirror shader for thumbnails. Output a single flat color.
shader
validateRenderShaderContext -viewerRenderType &renderType
pass
shaderProgram -target vertexProgram -method assemble
bindConstants 0 -bindingID geomToClip -constantCount 4
shaderSource
vs_1_1
dcl_position v0
m4x4 oPos, v0, c0
endShaderSource
end
colorScalar &mirrorColor
stage
textureBlend select(colorScalar) select(colorScalar)
end
end
end
enddef
# shader to prep stencil buffer on the rendertarget for the mirror reflection view.
# When objects are rendered from the viewpoint of the reflection camera after this shader runs, they will
# render only to the area of the rendertarget marked out in the stencil buffer by this shader.
define MirrorReflectionMaterial()
create DetermineHardwareSupport()
# write depth into the depth buffer as seen from the main camera. Write stencil = 1
# if this is the mirror we are rendering the reflection for, and 0 otherwise.
shader -layer -9998 # this material must render first
validateRenderShaderContext -viewerRenderType $kRenderTypeMirror # reflection render
# write stencil in area occupied by mirror
if ($useSWVertexShaderPath)
pass -renderEachFrame -modifiedEachFrameHint
else
pass -renderEachFrame
endif
renderTarget $reflectionRenderTarget -setViewport viewportFromParentRenderContext
# test and write depth (as seen from the main camera)
depthTest true -enableDepthWrite true
# This material script command means the following:
#
# if (renderableIsTargetBounded)
# set stencil test to write 1 when depth test passes
# else
# set stencil test to write 0 when depth test passes
#
applyStencilStateForOverlappingReflections
# do not write color
#colorWriteEnable -red false -green false -blue false -alpha false
alphaBlend srcFactor(zero) add dstFactor(one)
# since we are negating clip space x below we need to prevent this quad from being culled
cullmode none
# vertex program
shaderProgram -target vertexProgram -method assemble
bindConstants 0 -bindingID geomToClipFromParentView -constantCount 4 # set the matrices from the parent (i.e. the main view) so that the stencil is written to the right place
shaderSource
vs_1_1
dcl_position v0
; color output for debugging
def c5, 1,0,0,1
; project vertex to clip coords
m4x4 r0, v0, c0
; flip the x coordinate so the stencil is marked in the right place
mov oPos.x, -r0
mov oPos.yzw, r0
endShaderSource
end
end # pass
end # shader
# render of the mirror from the main camera. This samples from the reflection render target texture.
shader -layer 16 # this must be after all opaque objects (especially Sims), but before transparent objects and the censor compositing pass
validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
pass -modifiedEachFrameHint # we want the mirrors to be rendered every frame even in dirty rect mode
shaderProgram -target vertexProgram -method assemble
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID clipToViewTarget -constantCount 4
shaderSource
vs_1_1
dcl_position v0
def c8, -0.5, -0.5, 1, 1
def c9, 0.5, 0.5, 0, 0
def c10, 0.25, 0.25, 0, 0
# project vertex to clip coords
m4x4 r0, v0, c0
mov oPos, r0
# multiply 0.5 * w so homogenous divide will make it 0.5 again
mul r2, c9, r0.w
# scale projected xy by .5 and re-center so it's in 0-w range
mad r4, r0, c8, r2
# Try to get an exact texel to pixel mapping by shifting texture coordinates
# slightly.
# A texture coordinate of 0 must map to 1/2*(texture dimension) and a
# coordinate of 1 must map to (1 - 1/2*(texture dimension)).
# Note: This does not seem to eliminate the wobble on the mirror
# reflection entirely.
rcp r3.x, c4.x ;# 2/width
rcp r3.y, c5.y ;# 2/height
mov r3.zw, c9.zw ;# r3 = (2/width, 2/height, 0, 0)
mul r3, r3, c10 ;# r3 = (1/2*width, 1/2*height, 0, 0)
mad r6, r0, r3, r4
mov oT0, r6.xyww ;# move w into z so we can divide by z in the texture stage; some cards don't handle division by w correctly
endShaderSource
end
stage
textureTransformType vector3 homogeneous # divide the xy components of the texture coordinate by z
textureAddressing clamp clamp
texture $reflectionRenderTarget
textureBlend select(texture) select(texture)
end # stage
end # pass
end # shader
# this shader is in case the above case fails. This does projection per vertex.
shader -layer 16
validateRenderShaderContext -viewerRenderType $kRenderTypeNormal
pass -modifiedEachFrameHint # we want the mirrors to be rendered every frame even in dirty rect mode
shaderProgram -target vertexProgram -method assemble
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID clipToViewTarget -constantCount 4
shaderSource
vs_1_1
dcl_position v0
def c8, -0.5, -0.5, 1, 1
def c9, 0.5, 0.5, 0, 0
def c10, 0.25, 0.25, 0, 0
# project vertex to clip coords
m4x4 r0, v0, c0
mov oPos, r0
# multiply 0.5 * w so homogenous divide will make it 0.5 again
mul r2, c9, r0.w
# scale projected xy by .5 and re-center so it's in 0-w range
mad r4, r0, c8, r2
# Try to get an exact texel to pixel mapping by shifting texture coordinates
# slightly.
# A texture coordinate of 0 must map to 1/2*(texture dimension) and a
# coordinate of 1 must map to (1 - 1/2*(texture dimension)).
# Note: This does not seem to eliminate the wobble on the mirror
# reflection entirely.
rcp r3.x, c4.x ;# 2/width
rcp r3.y, c5.y ;# 2/height
mov r3.zw, c9.zw ;# r3 = (2/width, 2/height, 0, 0)
mul r3, r3, c10 ;# r3 = (1/2*width, 1/2*height, 0, 0)
mad r1, r0, r3, r4 ; write to a temp instead of output texcoord (as above)
rcp r1.w, r1.w ; calc 1/w
mul oT0.xy, r1.w, r1.xy ; project per vertex since the intel HW (and maybe others) can't do it per pixel.
endShaderSource
end #shader
stage
textureAddressing clamp clamp
texture $reflectionRenderTarget
textureBlend select(texture) select(texture)
end # stage
end # pass
end #shader
enddef
# material to clear stencil buffer and set depth buffer to "correct" value on rendertarget.
# The depth value is the depth as seen from the main camera.
define MirrorBackClearStencilAndSetDepth()
material
# AV TODO: this material doesn't do anything now, so it should be removed (from go2sco as well)
shader -layer 9998
end # shader
end # material
enddef
# used by the mirror render. Sets z to the specified value on the entire reflection render target.
define SetSpecifiedZOnMirrorRTT(zValue)
material
shader
pass
renderClipSpaceRect
renderTarget $reflectionRenderTarget -setViewport fullRenderTargetViewport
# turn off stencil test
stencil false
# depth test accept always, write depth
depthTest true -enableDepthWrite true
depthTestFunction accept
# do not write color
alphaBlend srcFactor(zero) add dstFactor(one)
# vertex program
shaderProgram -target vertexProgram -method compile -version 1_1
bindConstants 0 -bindingID immediateData -data (0,0,&zValue, 0)
shaderSource
float4 zValue : register(c0);
void VertexMain(float4 position : POSITION, out float4 oPosition : POSITION)
{
oPosition = position;
oPosition.z = zValue.z; // set specified z value
}
endShaderSource
end
end # pass
end # shader
end # material
enddef
# used by the mirror camera for dirty rect rendering
define SetNearZOnMirrorRTT()
create SetSpecifiedZOnMirrorRTT(0)
enddef
# used by the mirror camera for non-dirty rect rendering
define SetFarZOnMirrorRTT()
create SetSpecifiedZOnMirrorRTT(1)
enddef
# used by the censor render in the mirror. Sets stencil on the entire censor render target to 1.
define SetStencilOnCensorRTT()
material
shader
pass
renderClipSpaceRect
# set stencil to 1 everywhere
stencil true
stencilFunction accept -refValue 1
stencilOperation -onPass writeRef
# depth test accept, do not write depth
depthTest false -enableDepthWrite false
depthTestFunction accept
# do not write color
alphaBlend srcFactor(zero) add dstFactor(one)
shaderProgram -target vertexProgram -method assemble
shaderSource
vs_1_1
dcl_position v0
mov oPos, v0
endShaderSource
end
stage
textureBlend select(colorScalar) select(colorScalar)
end
end # pass
end # shader
end # material
enddef
# common state for all objects rendered with the reflection camera
defaultState $kRenderTypeMirror # reflection render
# stencil test passes only in the areas where the reference value has been written
stencil true
stencilFunction acceptIfEqual -refValue 1
stencilOperation -onPass noWrite
end
if (not varExists(isContentViewer))
# only render where the stencil is zero in turbo rect mode
defaultState $kRenderTypeNormal # Stencil
stencil true
stencilFunction acceptIfEqual -refValue 0
stencilOperation -onPass noWrite
end
endif
# Begin DO NOT MODIFY THIS BLOCK
# Material instances bound to reflective surfaces.
# Note: The following material instances are bound to exported resources and accessed
# by runtime code. They CANNOT be deleted without changing the export program.
materialDefinition simple_mirror_reflection
setDefinition SimpleMirrorReflection
end
materialDefinition MirrorBackPostReflectionRenderMaterial
setDefinition MirrorBackClearStencilAndSetDepth
end
# bound to the bounding mesh around the mirror plane that prevents the mirror from being
# undesirably culled
materialDefinition MirrorBoundingBoxMaterial
setDefinition Null
end
# used to clear the mirror render target to z = 0 wherever the stencil has been set to 1
materialDefinition ZClearToNearPlaneMaterial
setDefinition SetNearZOnMirrorRTT
end
# used to clear the mirror render target to z = 0 wherever the stencil has been set to 1
materialDefinition ZClearToFarPlaneMaterial
setDefinition SetFarZOnMirrorRTT
end
# bound to a compositing pass geometry that preps the stencil buffer for rendering into
# the censor render target from the mirror view
materialDefinition CensorInMirrorStencilPrepMaterial
setDefinition SetStencilOnCensorRTT
end
# End DO NOT MODIFY THIS BLOCK