130 lines
3.8 KiB
PostScript
130 lines
3.8 KiB
PostScript
#include "common.h"
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struct vf
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{
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float2 tbase : TEXCOORD0; // base
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float2 tnorm0 : TEXCOORD1; // nm0
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float2 tnorm1 : TEXCOORD2; // nm1
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float3 M1 : TEXCOORD3;
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float3 M2 : TEXCOORD4;
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float3 M3 : TEXCOORD5;
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float3 v2point : TEXCOORD6;
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#ifdef USE_SOFT_WATER
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#ifdef NEED_SOFT_WATER
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float4 tctexgen: TEXCOORD7;
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#endif // USE_SOFT_WATER
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#endif // NEED_SOFT_WATER
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float4 c0 : COLOR0;
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float fog : FOG;
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float4 hpos : SV_Position;
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};
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Texture2D s_nmap;
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TextureCube s_env0;
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TextureCube s_env1;
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Texture2D s_leaves;
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#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
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float3 water_intensity;
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#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
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////////////////////////////////////////////////////////////////////////////////
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// Pixel
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#ifdef GBUFFER_OPTIMIZATION
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float4 main( vf I, float4 pos2d : SV_Position ) : SV_Target
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#else
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float4 main( vf I ) : SV_Target
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#endif
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{
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// float4 base = tex2D (s_base,I.tbase);
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// float3 n0 = tex2D (s_nmap,I.tnorm0);
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// float3 n1 = tex2D (s_nmap,I.tnorm1);
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float4 base= s_base.Sample( smp_base, I.tbase);
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float3 n0 = s_nmap.Sample( smp_base, I.tnorm0);
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float3 n1 = s_nmap.Sample( smp_base, I.tnorm1);
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float3 Navg = n0 + n1 - 1;
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float3 Nw = mul (float3x3(I.M1, I.M2, I.M3), Navg);
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Nw = normalize (Nw);
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float3 v2point = normalize (I.v2point);
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float3 vreflect= reflect(v2point, Nw);
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vreflect.y= vreflect.y*2-1; // fake remapping
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// float3 env0 = texCUBE (s_env0, vreflect);
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// float3 env1 = texCUBE (s_env1, vreflect);
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float3 env0 = s_env0.Sample( smp_rtlinear, vreflect);
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float3 env1 = s_env1.Sample( smp_rtlinear, vreflect);
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float3 env = lerp (env0,env1,L_ambient.w);
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env *= env*2;
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float fresnel = saturate (dot(vreflect,v2point));
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float power = pow(fresnel,9);
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float amount = 0.15h+0.25h*power; // 1=full env, 0=no env
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float3 c_reflection = env*amount;
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float3 final = lerp(c_reflection,base.rgb,base.a);
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final *= I.c0*2;
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// tonemap
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#ifdef USE_VTF
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// final *= I.c0.w ;
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#else
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// final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK
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#endif
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#ifdef NEED_SOFT_WATER
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float alpha = 0.75h+0.25h*power; // 1=full env, 0=no env
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#ifdef USE_SOFT_WATER
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// Igor: additional depth test
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// float4 _P = tex2Dproj( s_position, I.tctexgen);
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float2 PosTc = I.tctexgen.xy/I.tctexgen.z;
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#ifdef GBUFFER_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( PosTc, pos2d );
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#else
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gbuffer_data gbd = gbuffer_load_data( PosTc );
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#endif
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float4 _P = float4( gbd.P, gbd.mtl );
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float waterDepth = _P.z-I.tctexgen.z;
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// water fog
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float fog_exp_intens = -4.0h;
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float fog = 1-exp(fog_exp_intens*waterDepth);
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float3 Fc = float3( 0.1h, 0.1h, 0.1h) * water_intensity.r;
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final = lerp (Fc, final, alpha);
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alpha = min(alpha, saturate(waterDepth));
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alpha = max (fog, alpha);
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// Leaves
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half4 leaves = s_leaves.Sample( smp_base, I.tbase);
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leaves.rgb *= water_intensity.r;
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half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point));
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half calc_depth = saturate(waterDepth*calc_cos);
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half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth );
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fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth );
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final = lerp(final, leaves, leaves.a*fLeavesFactor);
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alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor);
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#endif // USE_SOFT_WATER
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// Fogging
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final = lerp(fog_color, final, I.fog);
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alpha *= I.fog*I.fog;
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return float4 (final, alpha ) ;
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#else // NEED_SOFT_WATER
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// return float4 (final, 1 ) ;
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// Fogging
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final = lerp(fog_color, final, I.fog);
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return float4 (final, I.fog*I.fog ) ;
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#endif // NEED_SOFT_WATER
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}
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