e4s-game/gamedata/shaders/d3d11/accum_volumetric_sun.ps.hlsl
2026-06-18 01:18:29 +03:00

92 lines
2.3 KiB
HLSL

#include "common.hlsli"
#undef USE_ULTRA_SHADOWS
#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 20
#elif SUN_SHAFTS_QUALITY == 3
// #define FILTER_LOW
#define RAY_SAMPLES 40
#endif
#endif
#include "shadow.hlsli"
float4 volume_range; // x - near plane, y - far plane
float4 sun_shafts_intensity;
float4 main(v2p_TL I) : SV_Target
{
#ifndef SUN_SHAFTS_QUALITY
return float4(0, 0, 0, 0);
#else // SUN_SHAFTS_QUALITY
IXrayGbuffer O;
GbufferUnpack(I.Tex0.xy, I.HPos.xy, O);
float3 P = O.Point;
#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 = jitter0.Sample(smp_jitter, I.HPos.xy / JITTER_TEXTURE_SIZE);
float coeff = (RAY_SAMPLES - 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.x;
float density = max_density / RAY_SAMPLES;
if(O.Depth > 0.9999f) {
depth = 0.0f;
res = max_density;
}
[unroll] for(int i = 0; i < RAY_SAMPLES; ++i)
{
if (depth > 0.3)
{
#ifndef FILTER_LOW
res += density * shadow(current);
#else
res += density * sample_hw_pcf(current, float4(0, 0, 0, 0));
#endif
}
depth -= deltaDepth;
current -= delta;
}
float fSturation = dot(normalize(P), -Ldynamic_dir.xyz);
// Normalize dot product to
fSturation = 0.4f * fSturation + 0.6f;
float fog = saturate(length(P.xyz) * fog_params.w + fog_params.x);
res = lerp(res, max_density, fog);
res *= fSturation;
return PushGamma(res * Ldynamic_color);
#endif // SUN_SHAFTS_QUALITY
}