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

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#include "common.h"
#undef ULTRA_SHADOWS_ON
#undef USE_ULTRA_SHADOWS
#define RAY_PATH 2.0h
#define JITTER_TEXTURE_SIZE 64.0f
#define JITTER_SUN_SHAFTS
#ifdef SUN_SHAFTS_QUALITY
#if SUN_SHAFTS_QUALITY==1
#define FILTER_LOW
#define RAY_SAMPLES 20
#elif SUN_SHAFTS_QUALITY==2
#define FILTER_LOW
#define RAY_SAMPLES 20
#elif SUN_SHAFTS_QUALITY==3
#define FILTER_LOW
#define RAY_SAMPLES 40
#endif
#endif
#ifndef FILTER_LOW
#ifdef USE_MINMAX_SM
#define SM_MINMAX
#endif
#endif
#include "shadow.h"
float4 volume_range; // x - near plane, y - far plane
float4 sun_shafts_intensity;
uniform float4 screen_res;
#ifdef MSAA_OPTIMIZATION
//#ifdef GBUFFER_OPTIMIZATION
//float4 main (float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
//#else
float4 main (v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
//#endif
#else
//#ifdef GBUFFER_OPTIMIZATION
//float4 main (float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : SV_Target
//#else
float4 main (v2p_volume I) : SV_Target
//#endif
#endif
{
float2 tc = I.tc.xy/I.tc.w;
float4 pos2d = I.hpos;
gbuffer_data gbd = gbuffer_load_data( GLD_P(tc, pos2d, ISAMPLE) );
#ifndef SUN_SHAFTS_QUALITY
return float4(0,0,0,0);
#else // SUN_SHAFTS_QUALITY
//float3 P = tex2D(s_position, tc).xyz;
float3 P = gbd.P;
#ifndef JITTER_SUN_SHAFTS
// Fixed ray length, fixed step dencity
// float3 direction = (RAY_PATH/RAY_SAMPLES)*normalize(P);
// Variable ray length, variable step dencity
float3 direction = P/RAY_SAMPLES;
#else // JITTER_SUN_SHAFTS
// float2 tcJ = I.tcJ;
// Variable ray length, variable step dencity, use jittering
//float4 J0 = tex2D (jitter0,tcJ);
float4 J0 = jitter0.Sample( smp_jitter, tc*screen_res.x*1.f/JITTER_TEXTURE_SIZE );
float coeff = (RAY_SAMPLES - 1*J0.x)/(RAY_SAMPLES*RAY_SAMPLES);
float3 direction = P*coeff;
// float3 direction = P/(RAY_SAMPLES+(J0.x*4-2));
#endif // JITTER_SUN_SHAFTS
float depth = P.z;
float deltaDepth = direction.z;
float4 current = mul (m_shadow,float4(P,1));
float4 delta = mul (m_shadow, float4(direction,0));
float res = 0;
float max_density = sun_shafts_intensity;
float density = max_density/RAY_SAMPLES;
if (depth<0.0001)
res = max_density;
[unroll]
for ( int i=0; i<RAY_SAMPLES; ++i )
{
if (depth>0.3)
{
#ifndef FILTER_LOW
#ifndef SM_MINMAX
res += density*shadow( current );
#else
res += density*shadow_dx10_1_sunshafts(current, pos2d.xy );
#endif
#else // FILTER_LOW
res += density*sample_hw_pcf(current, float4(0,0,0,0));
#endif // FILTER_LOW
}
depth -= deltaDepth;
current -= delta;
}
float fSturation = -Ldynamic_dir.z;
// Normalize dot product to
fSturation = 0.5*fSturation+0.5;
// Map saturation to 0.2..1
fSturation = 0.80*fSturation+0.20;
res *= fSturation;
return res*Ldynamic_color;
#endif // SUN_SHAFTS_QUALITY
}
/*
#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
#ifndef SUN_SHAFTS_QUALITY
return float4(0,0,0,0);
#else // SUN_SHAFTS_QUALITY
//float3 P = tex2D(s_position, tc).xyz;
float3 P = gbd.P;
#ifndef JITTER_SUN_SHAFTS
// Fixed ray length, fixed step dencity
// float3 direction = (RAY_PATH/RAY_SAMPLES)*normalize(P);
// Variable ray length, variable step dencity
float3 direction = P/RAY_SAMPLES;
#else // JITTER_SUN_SHAFTS
// Variable ray length, variable step dencity, use jittering
//float4 J0 = tex2D (jitter0,tcJ);
float4 J0 = jitter0.Sample( smp_jitter, tc*screen_res.x*1.f/JITTER_TEXTURE_SIZE );
float coeff = (RAY_SAMPLES - 1*J0.x)/(RAY_SAMPLES*RAY_SAMPLES);
float3 direction = P*coeff;
// float3 direction = P/(RAY_SAMPLES+(J0.x*4-2));
#endif // JITTER_SUN_SHAFTS
float depth = P.z;
float deltaDepth = direction.z;
float4 current = mul (m_shadow,float4(P,1));
float4 delta = mul (m_shadow, float4(direction,0));
float res = 0;
float max_density = sun_shafts_intensity;
float density = max_density/RAY_SAMPLES;
if (depth<0.0001)
res = max_density;
float OrigDepth = depth;
////////////////////////////////
//
// const float ExC = 0.3;
// const float IntCorrection = 3;
// density /= ExC;
// density *= IntCorrection;
// float IntegralMul = exp(ExC*(length(P)/RAY_SAMPLES));
// float Integral = exp(-ExC*(length(P)))*(1-1/IntegralMul);
// if (depth<0.0001)
// res *= (IntCorrection/ExC)
// *( exp( -ExC*100/20) - exp( -ExC*100) );
[unroll]
for ( int i=0; i<RAY_SAMPLES; ++i )
{
if (depth>0.3)
{
//res *= extinct;
//if (i<5)
res += density*shadow(current);
//else
//res += Integral*density*sample_hw_pcf(current, float4(0,0,0,0));
//res += density*sample_hw_pcf(current, float4(0,0,0,0));
}
depth -= deltaDepth;
current -= delta;
//Integral *= IntegralMul;
}
// if (OrigDepth<0.0001)
// res = max_density;
// else
// res *= density;
float fSturation = -Ldynamic_dir.z;
// Normalize dot product to
fSturation = 0.5*fSturation+0.5;
// Map saturation to 0.2..1
fSturation = 0.80*fSturation+0.20;
res *= fSturation;
return res*Ldynamic_color;
#endif // SUN_SHAFTS_QUALITY
}
*/