e4s-sdk/gamedata/shaders/d3d11/rain_patch_normal.ps.hlsl
2026-06-17 23:06:51 +03:00

124 lines
3.3 KiB
HLSL

#include "common.hlsli"
#include "shadow.hlsli"
#ifndef USE_SUNMASK
float3x4 m_sunmask; // ortho-projection
#endif
Texture3D s_water;
Texture2D s_waterFall;
float4 RainDensity; // float
float4 RainFallof;
float4 WorldX; // Float3
float4 WorldZ; // Float3
float3 GetNVNMap(Texture3D s_texture, float2 tc, float time)
{
// Unpack NVidia normal map
float4 water = s_texture.SampleBias(smp_base, float3(tc, time), -3.) - 0.5;
// Swizzle
water.xyz = water.wyz;
// Renormalize (*2) and scale (*3)
water.xyz *= 6;
water.y = 0;
return water.xyz;
}
float3 GetWaterNMap(Texture2D s_texture, float2 tc)
{
// Unpack normal map
float4 water = s_texture.Sample(smp_base, tc);
water.xyz = (water.xzy - 0.5) * 2;
water.xyz *= 0.3;
water.y = 0;
return water.xyz;
}
#ifndef ISAMPLE
#define ISAMPLE 0
#endif
float4 main(float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_POSITION) : SV_Target
{
IXrayGbuffer O;
GbufferUnpack(tc, pos2d.xy, O);
float4 P = float4(O.PointReal, 1.0f);
float3 N = O.Normal;
float3 D = O.Color;
P.xyz += N.xyz * 0.15f;
float4 PS = mul(m_shadow, P);
float3 WorldP = mul(m_sunmask, P);
float3 WorldN = mul((float3x3)m_sunmask, N.xyz);
// Read rain projection with some jetter. Also adding pixel normal
// factor to jitter to make rain strips more realistic.
float s = shadow_hw(PS) * saturate(O.Hemi * 10.0f);
// Apply distance falloff
// Using fixed fallof factors according to float16 depth coordinate precision.
float fAtten = 1 - smoothstep(min(RainFallof.y - 15.0f, RainFallof.x), RainFallof.y, P.z);
s *= fAtten * fAtten;
//s *= 1.0f - O.SSS;
// Apply rain density
s *= RainDensity.x;
float fIsUp = -dot(Ldynamic_dir.xyz, N.xyz);
s *= saturate(fIsUp * 10.0f + 5.5);
fIsUp = max(0, fIsUp);
float fIsX = WorldN.x;
float fIsZ = WorldN.z;
float3 waterSplash = GetNVNMap(s_water, WorldP.xz, timers.x * 3.0);
float3 tc1 = WorldP * 0.5f;
float fAngleFactor = 1 - fIsUp;
fAngleFactor = 0.1 * ceil(10 * fAngleFactor);
// Just slow down effect.
fAngleFactor *= 0.5;
float3 waterFallX = GetWaterNMap(s_waterFall, float2(tc1.z, tc1.y + timers.x * fAngleFactor));
float3 waterFallZ = GetWaterNMap(s_waterFall, float2(tc1.x, tc1.y + timers.x * fAngleFactor));
float2 IsDir = (float2(fIsZ, fIsX));
IsDir = normalize(IsDir);
float3 waterFall = GetWaterNMap(s_waterFall, float2(dot(tc1.xz, IsDir), tc1.y + timers.x));
float WeaponAttenuation = O.Depth > 0.2 ? 1.0f : 0.0f;
float ApplyNormalCoeff = s * WeaponAttenuation;
float3 water = waterSplash * (fIsUp * ApplyNormalCoeff);
water += waterFallX.yxz * (abs(fIsX) * ApplyNormalCoeff);
water += waterFallZ.zxy * (abs(fIsZ) * ApplyNormalCoeff);
// Translate NM to view space
water.xyz = mul((float3x3)m_V, water.xyz);
s *= dot(D.xyz, float3(0.33, 0.33, 0.33));
N += water.xyz;
N = normalize(N);
N.xy = NormalEncode(N);
#ifdef USE_LEGACY_LIGHT
N.z = 0.8f * s + O.Roughness;
#else
N.z = lerp(O.Roughness, 0.01f, saturate(s * 4.0f));
#endif
return float4(N, s);
}