#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); }