#include "common.hlsli" struct vf { float2 tbase : TEXCOORD0; float2 tnorm0 : TEXCOORD1; float2 tnorm1 : TEXCOORD2; float3 M1 : TEXCOORD3; float3 M2 : TEXCOORD4; float3 M3 : TEXCOORD5; float3 v2point : TEXCOORD6; float4 tctexgen : TEXCOORD7; float3 pos : TEXCOORD8; float4 c0 : COLOR0; }; uniform float3 water_intensity; uniform sampler s_image; uniform sampler s_nmap; uniform sampler s_env0; uniform sampler s_env1; uniform sampler env_s0; uniform sampler env_s1; uniform sampler s_leaves; uniform sampler s_caustic; uniform float4 screen_res; float3 SpecularPhong(float3 Point, float3 Normal, float3 Light) { float3 LightColor = max(0.0f, L_sun_color.xyz * 4.0f - 1.0f); return LightColor * pow(dot(normalize(Point + Light), -Normal), 256.0); } float GetBorderAtten(float2 tc, float2 att) { att.x *= screen_res.y * screen_res.z; float2 factors = saturate(min(1.0f - tc, tc) / att); return factors.x * factors.y; } float4 ScreenSpaceLocalReflections(float3 vreflect) //Initial beam length { float3 refl_vec = mul((float3x3)m_V, vreflect); float4 new_pos_proj = mul(m_P,float4(refl_vec,1));//переводим её в скрин спейс new_pos_proj.xy /= new_pos_proj.w; //нормализуем new_pos_proj.xy = new_pos_proj.xy * float2(0.5h, -0.5h) + 0.5h; float2 reflPos = saturate(new_pos_proj); // We get the pixel position in Screen Space of the reflected geometry float canrefl = smoothstep(0.0f, 0.05f, refl_vec.z); float borderAtten = GetBorderAtten(reflPos, 0.125f); // Grease the edges of the reflections for a smoother transition float3 color = tex2D(s_image, reflPos); return float4(color, borderAtten * canrefl); } // Pixel float4 main(vf I) : COLOR { float4 base = tex2D(s_base, I.tbase); float3 n0 = tex2D(s_nmap, I.tnorm0); float3 n1 = tex2D(s_nmap, I.tnorm1); float3 Navg = n0 + n1 - 1.0f; float3 Nw = normalize(mul(float3x3(I.M1, I.M2, I.M3), Navg).xyz); float3 v2point = normalize(I.v2point); float3 vreflect = reflect(v2point, Nw); float fresnel = saturate(dot(vreflect, v2point)); float power = pow(fresnel, 5.0f); float amount = 0.25f + 0.25f * power; float3 reflection = vreflect; float2 rotation = 0.0f; sincos(L_sky_color.w, rotation.x, rotation.y); vreflect.xz = float2(vreflect.x * rotation.y - vreflect.z * rotation.x, vreflect.x * rotation.x + vreflect.z * rotation.y); // true remapping. Slow. float3 vreflectabs = abs(vreflect); float vreflectmax = max(vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; vreflect.y = vreflect.y * 2.0f - 1.0f; if(is_lighting_enable.x < 0.5f) { float3 env = texCUBE(s_env, vreflect) * amount * 0.8f; env = lerp(env.xyz, base.xyz, base.w); return float4(env, 0.8f + 0.2f * base.w); } float3 envd0 = texCUBE(env_s0, Nw); float3 envd1 = texCUBE(env_s1, Nw); float3 envd = lerp(envd0, envd1, L_ambient.w) * L_hemi_color.xyz; float3 color = I.c0.xyz + envd * envd * I.c0.w; base.xyz *= color; float3 env0 = texCUBE(s_env0, vreflect); float3 env1 = texCUBE(s_env1, vreflect); float3 env = lerp(env0, env1, L_ambient.w) * L_sky_color.xyz; float4 sslr = ScreenSpaceLocalReflections(reflection); env = lerp(env, sslr.xyz, sslr.w); float3 final = lerp(env * amount * 0.8f, base.xyz, base.w); float alpha = 0.25f + 0.65f * power; alpha = lerp(alpha, 1.0f, base.w); float waterDepth = 0.75f; // water fog float3 Fc = 0.1f * water_intensity.xxx * color; final = lerp(Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max(1.0f - exp(-4.0f * waterDepth), alpha); float4 Light = float4(L_sun_color.xyz * 0.66f, 1.0f); Light *= 1.0f - base.w; float2 CausticTexcoord = I.pos.xz * 0.45f + v2point.xz / (0.0001f + abs(v2point.y)) * 0.3f; float3 Caustic = tex2D(s_caustic, CausticTexcoord).yyy; final += SpecularPhong(v2point, Nw, L_sun_dir_w.xyz) * Light.w; final += Caustic * Light.xyz * 0.25f; return lerp(float4(final, alpha), fog_color, calc_fogging(I.pos)); }