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

95 lines
3 KiB
HLSL

#include "common.hlsli"
struct vf
{
float4 hpos : POSITION;
float2 tbase : TEXCOORD0; // base
float2 tnorm0 : TEXCOORD1; // nm0
float2 tnorm1 : TEXCOORD2; // nm1
float3 M1 : TEXCOORD3;
float3 M2 : TEXCOORD4;
float3 M3 : TEXCOORD5;
float3 v2point : TEXCOORD6;
float4 tctexgen : TEXCOORD7;
float4 c0 : COLOR0;
};
uniform sampler2D s_nmap;
uniform samplerCUBE s_env0;
uniform samplerCUBE s_env1;
uniform sampler2D s_leaves;
uniform float4 pos_decompression_params;
#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
float3 water_intensity;
#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
float4 main(vf I) : COLOR
{
float4 base = tex2D(s_base, I.tbase);
float3 n0 = tex2D(s_nmap, I.tnorm0);
float3 n1 = tex2D(s_nmap, I.tnorm1);
float3 Navg = n0 + n1 - 1.0f;
float3 Nw = mul(float3x3(I.M1, I.M2, I.M3), Navg);
Nw = normalize(Nw);
float3 v2point = normalize(I.v2point);
float3 vreflect = reflect(v2point, Nw);
float fresnel = saturate(dot(vreflect, v2point));
// true remapping. Slow.
float3 vreflectabs = abs(vreflect);
float vreflectmax = max(vreflectabs.x, max(vreflectabs.y, vreflectabs.z));
vreflect /= vreflectmax;
vreflect.y = vreflect.y * 2 - 1;
float3 env0 = texCUBE(s_env0, vreflect);
float3 env1 = texCUBE(s_env1, vreflect);
float3 env = lerp(env0, env1, L_ambient.w);
env *= env * L_sky_color.xyz;
float power = pow(fresnel, 9.0f);
float amount = 0.25f + 0.55f * power;
float3 c_reflection = env * amount;
float3 final = lerp(c_reflection, base.rgb, base.a);
#ifdef NEED_SOFT_WATER
float alpha = 0.75f + 0.25f * power;
// Igor: additional depth test
#ifdef USE_SOFT_WATER
float4 _P = tex2Dproj(s_position, I.tctexgen);
float2 PosTc = I.tctexgen.xy / I.tctexgen.w;
float3 waterPos = float3((PosTc * 2 - 1) * pos_decompression_params.xy, 1) * I.tctexgen.z;
float waterDepth = length(waterPos - _P) * 0.75f;
// water fog
float3 Fc = float3(0.1f, 0.1f, 0.1f) * water_intensity.r;
final = lerp(Fc, final, alpha);
alpha = min(alpha, saturate(waterDepth));
alpha = max(1.0f - exp(-4.0f * waterDepth), alpha);
// Leaves
float4 leaves = tex2D(s_leaves, I.tbase);
leaves.rgb *= water_intensity.r;
float calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(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);
final = lerp(final, leaves, leaves.a * fLeavesFactor);
alpha = lerp(alpha, leaves.a, leaves.a * fLeavesFactor);
#endif // USE_SOFT_WATER
final *= I.c0;
return lerp(float4(final, alpha), fog_color, 1.0f - calc_fogging(I.v2point + eye_position));
#else // NEED_SOFT_WATER
return lerp(float4(final, 1.0f), fog_color, 1.0f - calc_fogging(I.v2point + eye_position));
#endif // NEED_SOFT_WATER
}