#include "common.h" struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; float4 tctexgen : TEXCOORD7 ; half4 c0 : COLOR0 ; // float fog : FOG ; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; uniform sampler2D s_leaves; #if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) half3 water_intensity; #endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) //////////////////////////////////////////////////////////////////////////////// // Pixel /* half4 main ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tbase); half3 t_env = texCUBE (s_env, I.tenv); half3 refl = lerp (t_env,t_base,I.c0.a); half3 color = lerp (refl, t_base,t_base.a); half3 final = color*I.c0*2 ; half alpha_shift = saturate(.5-I.c0.a); half alpha_add = alpha_shift*alpha_shift; half alpha = t_base.a; // out return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a ); } */ half4 main( vf I ) : COLOR { half4 base = tex2D (s_base,I.tbase); half3 n0 = tex2D (s_nmap,I.tnorm0); half3 n1 = tex2D (s_nmap,I.tnorm1); half3 Navg = n0 + n1 - 1; half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); half3 v2point = normalize (I.v2point); half3 vreflect= reflect(v2point, Nw); vreflect.y= vreflect.y*2-1; // fake remapping /* // true remapping. Slow. half3 vreflectabs = abs(vreflect); half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; if (vreflect.y<0.99) vreflect.y = vreflect.y*2-1; */ half3 env0 = texCUBE (s_env0, vreflect); half3 env1 = texCUBE (s_env1, vreflect); half3 env = lerp (env0,env1,L_ambient.w); env *= env*2; half fresnel = saturate (dot(vreflect,v2point)); half power = pow(fresnel,9); half amount = 0.15h+0.25h*power; // 1=full env, 0=no env half3 c_reflection = env*amount; half3 final = lerp(c_reflection,base.rgb,base.a); final *= I.c0*2; // tonemap #ifdef USE_VTF // final *= I.c0.w ; #else // final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK #endif #ifdef NEED_SOFT_WATER half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test half4 _P = tex2Dproj( s_position, I.tctexgen); half waterDepth = _P.z-I.tctexgen.z; // water fog half fog_exp_intens = -4.0h; float fog = 1-exp(fog_exp_intens*waterDepth); half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r; // half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r); // half3 Fc = half3( 0.1h, 0.1h, 0.2h); // half3 Fc = half3( 1.0h, 0.0h, 0.0h); final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves half4 leaves = tex2D(s_leaves, I.tbase); leaves.rgb *= water_intensity.r; half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); half calc_depth = saturate(waterDepth*calc_cos); half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif // USE_SOFT_WATER return half4 (final, alpha*I.c0.a*I.c0.a ) ; #else // NEED_SOFT_WATER return half4 (final, 1 ) ; #endif // NEED_SOFT_WATER }