e4s-game/gamedata/shaders/r2/accum_volumetric_sun_cascade.ps.hlsl
2026-06-18 01:18:29 +03:00

108 lines
3.1 KiB
HLSL

// Allow dynamic branching usage for HW PCF support
#ifdef USE_HWSMAP_PCF
#define SUNSHAFTS_DYNAMIC
#endif // USE_HWSMAP_PCF
#include "common.hlsli"
#include "shadow.hlsli"
#define RAY_PATH 2.0h
#define JITTER_TEXTURE_SIZE 64.0f
#define JITTER_SUN_SHAFTS
#ifdef SUN_SHAFTS_QUALITY
#if SUN_SHAFTS_QUALITY == 1
#define FILTER_LOW
#define RAY_SAMPLES 20
#elif SUN_SHAFTS_QUALITY == 2
#define FILTER_LOW
#define RAY_SAMPLES 30
#elif SUN_SHAFTS_QUALITY == 3
#define FILTER_LOW
#define RAY_SAMPLES 40
#endif
#endif
float4 volume_range; // x - near plane, y - far plane
float4 sun_shafts_intensity;
uniform float4 screen_res;
// #ifdef USE_BRANCHING
// "If" in loop
float4 main(float2 tc : TEXCOORD0) : COLOR
{
#ifndef SUN_SHAFTS_QUALITY
return float4(0.0f, 0.0f, 0.0f, 0.0f);
#else // SUN_SHAFTS_QUALITY
float3 P = tex2D(s_position, tc).xyz;
#ifndef JITTER_SUN_SHAFTS
// Fixed ray length, fixed step dencity
// float3 direction = (RAY_PATH/RAY_SAMPLES)*normalize(P);
// Variable ray length, variable step dencity
float3 direction = P / RAY_SAMPLES;
#else // JITTER_SUN_SHAFTS
// Variable ray length, variable step dencity, use jittering
float4 J0 = tex2D(jitter0, float4(screen_res.x / JITTER_TEXTURE_SIZE * tc, 0.0f, 0.0f)); // tcJ);
float coeff = (RAY_SAMPLES - 1.0f * J0.x) / (RAY_SAMPLES * RAY_SAMPLES);
float3 direction = P * coeff;
#endif // JITTER_SUN_SHAFTS
float depth = P.z;
float deltaDepth = direction.z;
float4 current = mul(m_shadow, float4(P, 1.0f));
float4 delta = mul(m_shadow, float4(direction, 0.0f));
float res = 0.0f;
float max_density = sun_shafts_intensity;
float density = max_density / RAY_SAMPLES;
if (depth < 0.0001)
{
res = max_density;
}
#ifndef SUNSHAFTS_DYNAMIC
for (int i = 0; i < RAY_SAMPLES; ++i)
{
if (depth > 0.3)
#ifndef FILTER_LOW
res += density * shadow_volumetric(current);
#else // FILTER_LOW
res += density * sample_hw_pcf(current, float4(0, 0, 0, 0));
#endif // FILTER_LOW
depth -= deltaDepth;
current -= delta;
}
#else
int n = (int)((P.z - 0.3) / deltaDepth);
for (int i = 0; i < n; ++i)
{
#ifndef FILTER_LOW
res += density * shadow_volumetric(current);
#else // FILTER_LOW
res += density * sample_hw_pcf(current, float4(0, 0, 0, 0));
#endif // FILTER_LOW
depth -= deltaDepth;
current -= delta;
}
#endif
// float fSturation = -dot(Ldynamic_dir, float3(0,0,1));
float fSturation = -Ldynamic_dir.z;
// Normalize dot product to
fSturation = 0.5 * fSturation + 0.5;
// Map saturation to 0.2..1
fSturation = 0.80 * fSturation + 0.20;
float fog = saturate(length(P.xyz) * fog_params.w + fog_params.x);
res = lerp(res, max_density, fog);
res *= fSturation;
return res * Ldynamic_color * 1.0;
#endif // SUN_SHAFTS_QUALITY
}