#include "common.hlsli" #include "reflections.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; float4 hpos : SV_POSITION; }; uniform float3 water_intensity; Texture2D s_nmap; TextureCube s_env0; TextureCube s_env1; Texture2D s_leaves; Texture2D s_caustic; 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); } // Pixel float4 main(vf I, float4 pos2d : SV_POSITION) : SV_Target { float4 base = s_base.Sample(smp_base, I.tbase); float3 n0 = s_nmap.Sample(smp_base, I.tnorm0).xyz; float3 n1 = s_nmap.Sample(smp_base, I.tnorm1).xyz; float3 Navg = n0 + n1 - 1.0f; Navg.z = abs(Navg.z); float3 Nw = normalize(mul(float3x3(I.M1, I.M2, I.M3), Navg).xyz); float3 envd0 = env_s0.SampleLevel(smp_rtlinear, Nw, 0).xyz; float3 envd1 = env_s1.SampleLevel(smp_rtlinear, Nw, 0).xyz; 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 v2point = normalize(I.v2point); float3 vreflect = reflect(v2point, Nw); float fresnel = saturate(dot(vreflect, v2point)); #ifdef USE_SSLR_ON_WATER float3 WaterPoint = I.tctexgen.z * float3(pos2d.xy * pos_decompression_params.zw - pos_decompression_params.xy, 1.0f); float3 Reflect = mul((float3x3)m_V, vreflect); float4 sslr = ScreenSpaceLocalReflections(WaterPoint, Reflect); #ifdef USE_OFFSCREEN_REFLECTIONS float4 vslr = FastViewReflections(WaterPoint, Reflect); float Fog = saturate(length(vslr.xyz) * fog_params.w + fog_params.x); vslr.w *= 1.f - Fog * Fog; vslr.xyz = s_env.SampleLevel(smp_rtlinear, vslr.xyz, 0.0f); vslr.xyz *= rcp(1.00001f - vslr.xyz); #endif #else #ifdef USE_OFFSCREEN_REFLECTIONS float3 Reflect = mul((float3x3)m_V, vreflect); float4 vslr = s_env.SampleLevel(smp_rtlinear, Reflect.xyz, 0.0f); vslr.xyz *= rcp(1.00001f - vslr.xyz); float Fog = saturate(vslr.w * fog_params.w + fog_params.x); vslr.w = 1.f - Fog * Fog; #endif #endif 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); #ifndef USE_FULL_SKY_SPHERE RemapVector(vreflect); #endif float3 env0 = s_env0.SampleLevel(smp_rtlinear, vreflect, 0).xyz; float3 env1 = s_env1.SampleLevel(smp_rtlinear, vreflect, 0).xyz; float3 env = lerp(env0, env1, L_ambient.w); #ifdef USE_BGRA_SKYCOLOR env *= L_sky_color.zyx; #else env *= L_sky_color.xyz; #endif #ifdef USE_OFFSCREEN_REFLECTIONS env.xyz = lerp(env, PopGamma(vslr.xyz), vslr.w); #endif #ifdef USE_SSLR_ON_WATER env = lerp(env, PopGamma(sslr.xyz), sslr.w); #endif float power = pow(fresnel, 5.0f); float amount = 0.25f + 0.25f * power; 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); // Igor: additional depth test #ifdef USE_SOFT_WATER float4 Point = GbufferGetPoint(pos2d.xy); float3 waterPos = Point.xyz * rcp(Point.z) * I.tctexgen.z; float waterDepth = length(waterPos - Point.xyz) * 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 leaves = s_leaves.Sample(smp_base, I.tbase); leaves.xyz *= water_intensity.xxx * color; leaves.w *= 1.0f - base.w; float calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), v2point); float calc_depth = saturate(waterDepth * calc_cos); float fLeavesFactor = smoothstep(0.025f, 0.05f, calc_depth); fLeavesFactor *= smoothstep(0.1f, 0.075f, calc_depth); float4 Light = s_accumulator.Load(int3(pos2d.xy, 0), 0); Light *= 1.0f - base.w; float2 CausticTexcoord = mul(m_invV, float4(Point.xyz, 1.0f)).xz * 0.45f; float3 Caustic = s_caustic.Sample(smp_base, CausticTexcoord).yyy; //LV: Subtle chromatic abberation effect //https://x.com/XorDev/status/1831738521935360079 Caustic += ddx(Caustic) * float3(1.25, 0.0, -1.25); Caustic += ddy(Caustic) * float3(1.25, 0.0, -1.25); final += SpecularPhong(v2point, Nw, L_sun_dir_w.xyz) * Light.w; final += Caustic * Light.xyz * 0.25f; final = lerp(final, leaves.xyz, leaves.w * fLeavesFactor); alpha = max(alpha, leaves.w * fLeavesFactor); #endif return PushGamma(lerp(float4(final, PopGamma(alpha)), fog_color, calc_fogging(I.pos.xyz))); }