e4s-sdk/gamedata/shaders/r2/waterd.ps.hlsl
2026-06-17 23:06:51 +03:00

50 lines
1.4 KiB
HLSL

#include "common.hlsli"
#include "shared\waterconfig.hlsli"
struct v2p
{
float2 tbase : TEXCOORD0; // base
float2 tdist0 : TEXCOORD1; // d0
float2 tdist1 : TEXCOORD2; // d1
float4 tctexgen : TEXCOORD3;
};
uniform sampler2D s_distort;
#define POWER .5h
// Pixel
float4 main(v2p I) : COLOR
{
float4 t_base = tex2D(s_base, I.tbase);
float2 t_d0 = tex2D(s_distort, I.tdist0);
float2 t_d1 = tex2D(s_distort, I.tdist1);
float2 distort = (t_d0 + t_d1) * 0.5f; // average
float2 zero = float2(0.5f, 0.5f);
float2 faded = lerp(distort, zero, t_base.a);
// Igor: additional depth test
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float alphaDistort;
float4 _P = tex2Dproj(s_position, I.tctexgen);
float waterDepth = _P.z - I.tctexgen.z;
alphaDistort = saturate(5 * waterDepth);
faded = lerp(zero, faded, alphaDistort);
#endif // NEED_SOFT_WATER
#endif // USE_SOFT_WATER & NEED_SOFT_WATER
float2 faded_bx2 = (faded * 2.0f - 1.0f) * W_DISTORT_POWER;
float faded_dot = dot(float3(faded_bx2, 0.0f), 0.75f); // 0.75
float alpha = 0.5f; // abs (faded_dot);
faded = faded * POWER - .5 * POWER + 0.5;
// out
// Igor: need for alpha water
#ifdef NEED_SOFT_WATER
return float4(faded, 0.0f, alpha);
#else // NEED_SOFT_WATER
return float4(faded, 0.08f, alpha);
#endif // NEED_SOFT_WATER
}