e4s-sdk/gamedata/shaders/r3/rain_layer.ps
2026-06-17 23:06:51 +03:00

101 lines
No EOL
2.2 KiB
PostScript

#include "common.h"
#include "lmodel.h"
#include "shadow.h"
float3x4 m_sunmask; // ortho-projection
Texture2D s_water;
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
#endif
{
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data( tc, pos2d );
#else
gbuffer_data gbd = gbuffer_load_data( tc );
#endif
float4 _P = float4( gbd.P, 1.0 );
//_P.w = 1.f;
float4 PS = mul( m_shadow, _P );
// float s = sample_hw_pcf( PS, float4(0,0,0,0) );
float s = shadow (PS);
// float s = shadowtest_sun( PS, tcJ );
// float d = sunmask( _P );
float2 tc1 = mul( m_sunmask, _P ); //
// tc1 /= 10;
tc1 /= 2;
tc1 = frac(tc1);
float4 water = s_water.SampleLevel( smp_linear, tc1, 0 );
// water.xy = tc1;
// water.z = 0;
// d*= s;
// return s;
// return float4(s,0,0,0);
// return float4(0,0,0,s/2);
// return float4(0,0,d,s/2);
water.xyz = (water.xzy-0.5)*2;
// water.y *= -1;
water.xyz = mul( m_V, water.xyz );
water *= s;
return float4(water.xyz,s/2);
}
/*
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
#endif
{
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data( tc, pos2d );
#else
gbuffer_data gbd = gbuffer_load_data( tc );
#endif
//float4 _P = tex2D( s_position, tc );
//float4 _N = tex2D( s_normal, tc );
float4 _P = float4( gbd.P, gbd.mtl )
float4 _N = float4( gbd.N, gbd.hemi );
// ----- light-model
float m = xmaterial;
# ifndef USE_R2_STATIC_SUN
m = _P.w;
# endif
float4 light = plight_infinity ( m, _P, _N, Ldynamic_dir );
// ----- shadow
float4 P4 = float4( _P.x, _P.y, _P.z, 1.f);
float4 PS = mul( m_shadow, P4 );
float s = sunmask( P4 );
#ifdef USE_SJITTER
s *= shadowtest_sun( PS, tcJ );
#else
s *= shadow( PS );
#endif
return blend( Ldynamic_color * light * s, tc );
}
*/