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

67 lines
2.1 KiB
PostScript

#include "common.h"
#include "shared\waterconfig.h"
struct v2p
{
float2 tbase : TEXCOORD0;
float2 tdist0 : TEXCOORD1;
float2 tdist1 : TEXCOORD2;
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float4 tctexgen: TEXCOORD3;
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
float4 hpos : SV_Position;
};
Texture2D s_distort;
#define POWER .5h
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
// float4 t_base = tex2D( s_base, I.tbase );
float4 t_base = s_base.Sample( smp_base, I.tbase );
// float2 t_d0 = tex2D( s_distort, I.tdist0 );
// float2 t_d1 = tex2D( s_distort, I.tdist1 );
float2 t_d0 = s_distort.Sample( smp_base, I.tdist0 );
float2 t_d1 = s_distort.Sample( smp_base, I.tdist1 );
float2 distort = (t_d0+t_d1)*0.5; // average
float2 zero = float2( 0.5, 0.5 );
float2 faded = lerp( distort, zero, t_base.a );
// Igor: additional depth test
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float alphaDistort;
// float4 _P = tex2Dproj (s_position, I.tctexgen);
float2 PosTc = I.tctexgen.xy/I.tctexgen.z;
#ifdef GBUFFER_OPTIMIZATION
gbuffer_data gbd = gbuffer_load_data( PosTc, I.hpos );
#else
gbuffer_data gbd = gbuffer_load_data( PosTc );
#endif
//float4 _P = s_position.Sample( smp_nofilter, PosTc);
float4 _P = float4( gbd.P, gbd.mtl );
float waterDepth = _P.z-I.tctexgen.z;
alphaDistort = saturate(5*waterDepth);
faded = lerp ( zero, faded, alphaDistort);
#endif // NEED_SOFT_WATER
#endif // USE_SOFT_WATER & NEED_SOFT_WATER
float2 faded_bx2 = (faded*2-1)*W_DISTORT_POWER;
float faded_dot = dot (float3(faded_bx2,0),.75 ); //0.75
float alpha = .5f ; //abs (faded_dot);
faded = faded*POWER - .5*POWER + 0.5 ;
// out
// Igor: need for alpha water
#ifdef NEED_SOFT_WATER
return float4( faded, 0.0h, alpha );
#else // NEED_SOFT_WATER
return float4( faded, .08h, alpha );
#endif // NEED_SOFT_WATER
}