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- /*******************************************************************/
- /* */
- /* ADOBE CONFIDENTIAL */
- /* _ _ _ _ _ _ _ _ _ _ _ _ _ */
- /* */
- /* Copyright 2004 Adobe Systems Incorporated */
- /* All Rights Reserved. */
- /* */
- /* NOTICE: All information contained herein is, and remains the */
- /* property of Adobe Systems Incorporated and its suppliers, if */
- /* any. The intellectual and technical concepts contained */
- /* herein are proprietary to Adobe Systems Incorporated and its */
- /* suppliers and may be covered by U.S. and Foreign Patents, */
- /* patents in process, and are protected by trade secret or */
- /* copyright law. Dissemination of this information or */
- /* reproduction of this material is strictly forbidden unless */
- /* prior written permission is obtained from Adobe Systems */
- /* Incorporated. */
- /* */
- /*******************************************************************/
-
-
- /*
- **-----------------------------------------------------------------------------
- ** Effect File Variables
- **-----------------------------------------------------------------------------
- */
-
- uniform float4x4 gWorldViewProj : WorldViewProjection; // This matrix will be loaded by the application
- uniform float4x4 gWorldViewInverse;
- uniform float4x4 gWorldView;
- uniform float4 gLightPosition;
- uniform float4 gLightColor = float4(0.8,0.8,0.8,1.0);
- uniform float gCurlAngle;
- uniform float gAspectRatio;
- uniform float gAnchorX;
- uniform float4 gEyePosition;
-
- texture gVideoTexture;
-
-
- /*
- **-----------------------------------------
- ** Sampler States
- **-----------------------------------------
- */
- //incoming video texture
- sampler Sampler = sampler_state
- {
- Texture = (gVideoTexture);
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- };
-
- /*
- **-----------------------------------------------------------------------------
- ** Vertex Definitions
- **-----------------------------------------------------------------------------
- ** APP_OUTPUT is the structure in which we receive the vertices from the application
- */
- struct APP_OUTPUT
- {
- float3 mPosition : POSITION;
- float3 mNormal : NORMAL;
- float2 mTexCoord : TEXCOORD0;
-
- };
-
- /*
- ** Pixel Shader structure declaration (For Foreground mesh)
- */
-
- struct VS_OUTPUT
- {
- float4 mHPosition : POSITION; // coord position in window
- float2 mTexcoord : TEXCOORD0; // wavy or fleck map texture coordinates
- float3 mLightVec : TEXCOORD1; // position of light relative to point
- float3 mHalfVec : TEXCOORD2; // Blinn halfangle
- float3 mNormal : TEXCOORD3;
- };
-
- /*
- ** Pixel Shader structure declaration (For Background Mesh)
- */
- struct PLAIN_VS_OUTPUT
- {
- float4 mHPosition : POSITION; // coord position in window
- float2 mTexcoord : TEXCOORD0; // texture coordinates
- };
-
-
-
- /*
- ** TEMP_OUT is a temporary structure for the ripple/Cyl Curl function
- */
- struct TEMP_OUT
- {
- float4 mPosition : POSITION;
- float3 mNormal : NORMAL0;
- float3 mTangent;
- float3 mBinormal;
- };
-
- /*
- **------------------------------------------------
- ** Cylindrical Curl effect
- **------------------------------------------------
- */
- TEMP_OUT DoCylCurl(float3 position)
- {
- TEMP_OUT returnVertex;
- float sinVal, cosVal, curlRadius;
-
- float3x3 forwardMat, InvMat;
-
- sincos( gCurlAngle, sinVal, cosVal );
- forwardMat = float3x3( float3(cosVal, sinVal, 0.0), float3(-sinVal, cosVal, 0.0), float3(0,0,1) );
- sincos( -gCurlAngle, sinVal, cosVal );
- InvMat = float3x3( float3(cosVal, sinVal, 0.0), float3(-sinVal, cosVal, 0.0), float3(0,0,1) );
-
- position = mul( forwardMat, position );
- returnVertex.mPosition.xyz = position;
- returnVertex.mPosition.w = 1.0f;
-
- returnVertex.mNormal = float3( 0.0f, 0.0f, 1.0f );
- returnVertex.mBinormal = float3( 0, 1.0, 0 );
-
- if ( position.x > gAnchorX )
- {
- //radius = 2/pi - factor*(distance to anchor)
- curlRadius = 0.50 - 0.02*( position.x - gAnchorX );
- float angle = ( position.x - gAnchorX )/curlRadius; // dist/Radius of curl
- sincos( angle, sinVal, cosVal );
- returnVertex.mPosition.x = gAnchorX + sinVal*curlRadius; // gAnchorX + R*SinVal
- returnVertex.mNormal = float3( -sinVal, 0, abs(cosVal) );
- returnVertex.mPosition.z = -0.50 + curlRadius*cosVal;
- }
-
- returnVertex.mPosition.xyz = mul( InvMat, returnVertex.mPosition.xyz );
- returnVertex.mBinormal = mul( InvMat, returnVertex.mBinormal );
- returnVertex.mNormal = mul( InvMat, returnVertex.mNormal );
- returnVertex.mTangent = cross( returnVertex.mBinormal, returnVertex.mNormal );
-
- return returnVertex;
- }
-
-
- /*
- **-------------------------------------------------------------------------
- ** PageCurl Transition effect - Vertex Shader (For ForeGround Mesh)
- **-------------------------------------------------------------------------
- */
- VS_OUTPUT pagecurl_transition_vs(APP_OUTPUT In)
- {
- VS_OUTPUT Out;
-
- // copy texture coordinates
- Out.mTexcoord.xy = In.mTexCoord.xy;
-
- TEMP_OUT tempVertex = DoCylCurl(float3(In.mPosition.x*gAspectRatio ,In.mPosition.yz));
-
- // transform vertex position into homogenous clip-space
- Out.mHPosition = mul(gWorldViewProj, tempVertex.mPosition);
-
- // store light vector
- Out.mLightVec = gLightPosition.xyz;
-
- //compute the half vector
- float4 eyePos = float4(0.0, 0.0, 1.5, 0.0);
- Out.mHalfVec = normalize(Out.mLightVec + eyePos);
- Out.mNormal = tempVertex.mNormal;
-
- Out.mHalfVec.z = dot( tempVertex.mNormal, Out.mHalfVec );
-
-
- return Out;
- }
- /*
- **-------------------------------------------------------------------------
- ** PageCurl Transition effect - pixel Shader 1_3 (For ForeGround Mesh)
- **-------------------------------------------------------------------------
- */
-
- float4 pagecurl_transition_ps_1_3(VS_OUTPUT In) : COLOR
- {
- float4 outColor, color1;
- float diffuse, specular;
-
- color1 = tex2D( Sampler, In.mTexcoord );
-
- diffuse = dot ( In.mNormal, In.mLightVec );
- specular = In.mHalfVec.z;
- specular *= specular;
- specular *= specular;
- specular *= specular;
- specular *= specular;
-
- outColor.xyz = color1*(diffuse) + (specular)*color1*float3(0.45,0.45,0.45);
- outColor.a = color1.a;
-
- return outColor;
- }
-
- /*
- **-------------------------------------------------------------------------
- ** Page Curl Transition effect - Plain Vertex Shader(For Background Mesh)
- **-------------------------------------------------------------------------
- */
- PLAIN_VS_OUTPUT pagecurl_transition_vs_plain(APP_OUTPUT In)
- {
- PLAIN_VS_OUTPUT Out;
-
- // copy texture coordinates
- Out.mTexcoord.xy = In.mTexCoord.xy;
-
- // transform vertex position into homogenous clip-space
- Out.mHPosition = mul(gWorldViewProj,float4(In.mPosition.x*gAspectRatio,In.mPosition.y,In.mPosition.z,1.0f));
-
- return Out;
- }
-
-
- /*
- **-------------------------------------------------------------------------
- ** Page Curl Transition effect - plain pixel Shader 1_3(For Background Mesh)
- **-------------------------------------------------------------------------
- */
-
- float4 pagecurl_transition_ps_1_3_plain(PLAIN_VS_OUTPUT In) : COLOR
- {
- float4 color1 = tex2D( Sampler, In.mTexcoord );
- return color1;
- }
-
- technique pagecurl_transition_1_3
- {
- pass Pass0
- {
- //For Background Mesh (SourceB Video)
- Sampler[0] = (Sampler);
- VertexShader = compile vs_1_1 pagecurl_transition_vs_plain();
- PixelShader = compile ps_1_3 pagecurl_transition_ps_1_3_plain();
-
- }
- pass Pass1
- {
- //For Foreground Mesh (SourceA Video)
- Sampler[0] = (Sampler);
- VertexShader = compile vs_1_1 pagecurl_transition_vs();
- PixelShader = compile ps_1_3 pagecurl_transition_ps_1_3();
- }
- }
-