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162
gamedata/shaders/d3d11/water.ps.hlsl
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162
gamedata/shaders/d3d11/water.ps.hlsl
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#include "common.hlsli"
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#include "reflections.hlsli"
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struct vf
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{
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float2 tbase : TEXCOORD0;
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float2 tnorm0 : TEXCOORD1;
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float2 tnorm1 : TEXCOORD2;
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float3 M1 : TEXCOORD3;
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float3 M2 : TEXCOORD4;
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float3 M3 : TEXCOORD5;
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float3 v2point : TEXCOORD6;
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float4 tctexgen : TEXCOORD7;
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float3 pos : TEXCOORD8;
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float4 c0 : COLOR0;
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float4 hpos : SV_POSITION;
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};
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uniform float3 water_intensity;
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Texture2D s_nmap;
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TextureCube s_env0;
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TextureCube s_env1;
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Texture2D s_leaves;
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Texture2D s_caustic;
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float3 SpecularPhong(float3 Point, float3 Normal, float3 Light)
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{
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float3 LightColor = max(0.0f, L_sun_color.xyz * 4.0f - 1.0f);
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return LightColor * pow(dot(normalize(Point + Light), -Normal), 256.0);
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}
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// Pixel
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float4 main(vf I, float4 pos2d : SV_POSITION) : SV_Target
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{
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float4 base = s_base.Sample(smp_base, I.tbase);
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float3 n0 = s_nmap.Sample(smp_base, I.tnorm0).xyz;
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float3 n1 = s_nmap.Sample(smp_base, I.tnorm1).xyz;
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float3 Navg = n0 + n1 - 1.0f;
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Navg.z = abs(Navg.z);
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float3 Nw = normalize(mul(float3x3(I.M1, I.M2, I.M3), Navg).xyz);
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float3 envd0 = env_s0.SampleLevel(smp_rtlinear, Nw, 0).xyz;
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float3 envd1 = env_s1.SampleLevel(smp_rtlinear, Nw, 0).xyz;
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float3 envd = lerp(envd0, envd1, L_ambient.w) * L_hemi_color.xyz;
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float3 color = I.c0.xyz + envd * envd * I.c0.w;
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base.xyz *= color;
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float3 v2point = normalize(I.v2point);
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float3 vreflect = reflect(v2point, Nw);
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float fresnel = saturate(dot(vreflect, v2point));
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#ifdef USE_SSLR_ON_WATER
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float3 WaterPoint = I.tctexgen.z * float3(pos2d.xy * pos_decompression_params.zw - pos_decompression_params.xy, 1.0f);
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float3 Reflect = mul((float3x3)m_V, vreflect);
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float4 sslr = ScreenSpaceLocalReflections(WaterPoint, Reflect);
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#ifdef USE_OFFSCREEN_REFLECTIONS
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float4 vslr = FastViewReflections(WaterPoint, Reflect);
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float Fog = saturate(length(vslr.xyz) * fog_params.w + fog_params.x);
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vslr.w *= 1.f - Fog * Fog;
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vslr.xyz = s_env.SampleLevel(smp_rtlinear, vslr.xyz, 0.0f);
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vslr.xyz *= rcp(1.00001f - vslr.xyz);
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#endif
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#else
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#ifdef USE_OFFSCREEN_REFLECTIONS
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float3 Reflect = mul((float3x3)m_V, vreflect);
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float4 vslr = s_env.SampleLevel(smp_rtlinear, Reflect.xyz, 0.0f);
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vslr.xyz *= rcp(1.00001f - vslr.xyz);
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float Fog = saturate(vslr.w * fog_params.w + fog_params.x);
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vslr.w = 1.f - Fog * Fog;
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#endif
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#endif
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float2 rotation = 0.0f;
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sincos(L_sky_color.w, rotation.x, rotation.y);
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vreflect.xz = float2(vreflect.x * rotation.y - vreflect.z * rotation.x, vreflect.x * rotation.x + vreflect.z * rotation.y);
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#ifndef USE_FULL_SKY_SPHERE
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RemapVector(vreflect);
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#endif
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float3 env0 = s_env0.SampleLevel(smp_rtlinear, vreflect, 0).xyz;
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float3 env1 = s_env1.SampleLevel(smp_rtlinear, vreflect, 0).xyz;
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float3 env = lerp(env0, env1, L_ambient.w);
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#ifdef USE_BGRA_SKYCOLOR
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env *= L_sky_color.zyx;
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#else
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env *= L_sky_color.xyz;
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#endif
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#ifdef USE_OFFSCREEN_REFLECTIONS
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env.xyz = lerp(env, PopGamma(vslr.xyz), vslr.w);
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#endif
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#ifdef USE_SSLR_ON_WATER
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env = lerp(env, PopGamma(sslr.xyz), sslr.w);
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#endif
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float power = pow(fresnel, 5.0f);
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float amount = 0.25f + 0.25f * power;
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float3 final = lerp(env * amount * 0.8f, base.xyz, base.w);
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float alpha = 0.25f + 0.65f * power;
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alpha = lerp(alpha, 1.0f, base.w);
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// Igor: additional depth test
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#ifdef USE_SOFT_WATER
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float4 Point = GbufferGetPoint(pos2d.xy);
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float3 waterPos = Point.xyz * rcp(Point.z) * I.tctexgen.z;
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float waterDepth = length(waterPos - Point.xyz) * 0.75f;
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// water fog
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float3 Fc = 0.1f * water_intensity.xxx * color;
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final = lerp(Fc, final, alpha);
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alpha = min(alpha, saturate(waterDepth));
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alpha = max(1.0f - exp(-4.0f * waterDepth), alpha);
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float4 leaves = s_leaves.Sample(smp_base, I.tbase);
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leaves.xyz *= water_intensity.xxx * color;
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leaves.w *= 1.0f - base.w;
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float calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), v2point);
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float calc_depth = saturate(waterDepth * calc_cos);
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float fLeavesFactor = smoothstep(0.025f, 0.05f, calc_depth);
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fLeavesFactor *= smoothstep(0.1f, 0.075f, calc_depth);
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float4 Light = s_accumulator.Load(int3(pos2d.xy, 0), 0);
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Light *= 1.0f - base.w;
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float2 CausticTexcoord = mul(m_invV, float4(Point.xyz, 1.0f)).xz * 0.45f;
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float3 Caustic = s_caustic.Sample(smp_base, CausticTexcoord).yyy;
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//LV: Subtle chromatic abberation effect
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//https://x.com/XorDev/status/1831738521935360079
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Caustic += ddx(Caustic) * float3(1.25, 0.0, -1.25);
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Caustic += ddy(Caustic) * float3(1.25, 0.0, -1.25);
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final += SpecularPhong(v2point, Nw, L_sun_dir_w.xyz) * Light.w;
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final += Caustic * Light.xyz * 0.25f;
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final = lerp(final, leaves.xyz, leaves.w * fLeavesFactor);
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alpha = max(alpha, leaves.w * fLeavesFactor);
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#endif
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return PushGamma(lerp(float4(final, PopGamma(alpha)), fog_color, calc_fogging(I.pos.xyz)));
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}
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