This commit is contained in:
Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
1473 changed files with 251771 additions and 0 deletions

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#include "common.hlsli"
#include "shadow.hlsli"
#ifndef USE_SUNMASK
float3x4 m_sunmask; // ortho-projection
#endif
// Texture2D s_water;
Texture3D s_water;
Texture3D s_waterFall;
float4 RainDensity;
float4 RainFallof;
float4 WorldX; // Float3
float4 WorldZ; // Float3
float3 GetNVNMap(Texture3D s_texture, float2 tc, float time)
{
// Unpack NVidia normal map
float4 water = s_texture.SampleBias(smp_base, float3(tc, time), -3.) - 0.5;
// Swizzle
water.xyz = water.wyz;
// Renormalize (*2) and scale (*3)
water.xyz *= 6;
water.y = 0;
return water.xyz;
}
float3 GetWaterNMap(Texture3D s_texture, float2 tc, float time)
{
// Unpack normal map
float4 water = s_texture.Sample(smp_base, float3(tc, time));
water.xyz = (water.xzy - 0.5) * 2;
water.xyz *= 0.3;
water.y = 0;
return water.xyz;
}
#ifndef ISAMPLE
#define ISAMPLE 0
#endif
float4 main(float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_POSITION) : SV_Target
{
gbuffer_data gbd = gbuffer_load_data(tc, pos2d);
float4 _P = float4(gbd.P, 1.0);
float3 _N = gbd.N;
float3 D = gbd.C;
_N.xyz = normalize(_N.xyz);
float4 PS = mul(m_shadow, _P);
float3 WorldP = mul(m_sunmask, _P);
float3 WorldN = mul(m_sunmask, _N.xyz);
float s = shadow_rain(PS, WorldP.xz * 2);
// Apply distance falloff
float fAtten = 1 - smoothstep(10, 30, length(_P.xyz));
s *= fAtten * fAtten;
// Apply rain density
s *= RainDensity.x;
float fIsUp = -dot(Ldynamic_dir.xyz, _N.xyz);
s *= saturate(fIsUp * 10 + (10 * 0.5) + 0.5);
fIsUp = max(0, fIsUp);
float fIsX = WorldN.x;
float fIsZ = WorldN.z;
float3 waterSplash = GetNVNMap(s_water, WorldP.xz, timers.x * 3.0);
float3 tc1 = WorldP / 2;
float fAngleFactor = 1 - fIsUp;
fAngleFactor = 0.1 * ceil(10 * fAngleFactor);
// Just slow down effect.
fAngleFactor *= 1.3;
float3 waterFallX = GetWaterNMap(s_waterFall, float2(tc1.z, tc1.y + timers.x * fAngleFactor), 0.5);
float3 waterFallZ = GetWaterNMap(s_waterFall, float2(tc1.x, tc1.y + timers.x * fAngleFactor), 0.5);
float2 IsDir = (float2(fIsZ, fIsX));
IsDir = normalize(IsDir);
float3 waterFall = GetWaterNMap(s_waterFall, float2(dot(tc1.xz, IsDir), tc1.y + timers.x), 0.5);
float WeaponAttenuation = smoothstep(0.8, 0.9, length(_P.xyz));
float ApplyNormalCoeff = s * WeaponAttenuation;
float3 water = waterSplash * (fIsUp * ApplyNormalCoeff);
water += waterFallX.yxz * (abs(fIsX) * ApplyNormalCoeff);
water += waterFallZ.zxy * (abs(fIsZ) * ApplyNormalCoeff);
// Translate NM to view space
water.xyz = mul(m_V, water.xyz);
_N += 0.01 * water.xyz;
_N = normalize(_N);
s *= dot(D.xyz, float3(0.33, 0.33, 0.33));
return float4(_N, s);
}