mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-25 15:35:37 +01:00
148 lines
3.5 KiB
HLSL
148 lines
3.5 KiB
HLSL
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//--------------------------------------------------------------------------------------
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// Water.fx
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// Ocean water reflection shader.
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//--------------------------------------------------------------------------------------
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/* Original asm code:
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ps_1_1
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tex t0
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tex t1
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lrp r0, -v0.w, t0, t1 // lrp = linear interpolate
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*/
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struct PS_INPUT
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{
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float4 color : COLOR0;
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float4 texCoord0 : TEXCOORD0;
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float4 texCoord1 : TEXCOORD1;
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};
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sampler s0, s1;
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float4 MainPS(const PS_INPUT input) : COLOR0
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{
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// Interpolate linearly between Environment Texture, seabed, and inverted alpha of current pixel
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return lerp(tex2D(s1, input.texCoord1), tex2D(s0, input.texCoord0), 1-input.color.a);
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}
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// C45: {0.00333, 0, 0, 0}
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// C44:
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// C27: {0, 1.0, 0.5, 0.25}
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// C26: {minfog, maxfog, 1.0f / (maxfog - minfog), 1.0}
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float4 const44 : register(c44);
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matrix<float, 4, 4> matWorld : WorldViewProjectionTranspose : register(c2);
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float4 fog : register (c26);
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texture tex0;
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texture tex1;
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struct VS_OUTPUT
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{
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float4 pos : POSITION;
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float4 texCoord1 : TEXCOORD1;
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//float4 texCoord0 : TEXCOORD0;
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//float4 color : COLOR0;
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//float fog : FOG;
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};
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struct VS_INPUT
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{
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float4 pos : POSITION;
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};
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VS_OUTPUT MainVS(const VS_INPUT input)
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{
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float4 const27 = {0.0f, 1.0f, 0.5f, 0.75f};
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VS_OUTPUT output;
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output.pos = mul(input.pos, matWorld);
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// add r0, v0, -c44
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float4 r0 = input.pos + -const44;
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// mov r0.z, -r0.z
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r0.z = -r0.z;
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// dp3 r0.w, r0, r0
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r0.w = dot(r0.xyz, r0.xyz);
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// rsq r0.w, r0.w
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r0.w = rsqrt(r0.w);
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// mul oT1.x, -r0, r0.w
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// mul oT1.y, r0, r0.w
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// mul oT1.z, r0, r0.w
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// mov oT1.w, c27.y
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output.texCoord1.x = -r0 * r0.w;
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output.texCoord1.y = r0 * r0.w;
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output.texCoord1.z = r0 * r0.w;
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output.texCoord1.w = const27.y;
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return output;
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}
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technique t0
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{
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pass p0
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{
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Texture[0] = <tex0>; // Seabed texture
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Texture[1] = <tex1>; // Environment texture
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// All of these constants are set by the game engine before drawing the shader
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// Each constant register (c# in the asm code) has 4 floating point values
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// World view matrix
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VertexShaderConstant[2] = <matWorld[0]>;
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VertexShaderConstant[3] = <matWorld[1]>;
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VertexShaderConstant[4] = <matWorld[2]>;
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VertexShaderConstant[5] = <matWorld[3]>;
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VertexShaderConstant[26] = <fog>; // This constant is calculated from the current fog min/max values
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VertexShaderConstant[27] = {0.0f, 1.0f, 0.5f, 0.75f}; // I don't know what this does but it doesn't change
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VertexShaderConstant[44] = <const44>; // I don't know what this is
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VertexShaderConstant[45] = {0.00033333333f, 0, 0, 0}; // I don't know what this does but it doesn't change
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#if 1 // 1 to use asm shader
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VertexShader =
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asm
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{
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vs_1_1
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dcl_position v0
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dcl_texcoord v2
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/* Places the dot product of the world view matrix and v0 in the output register oPos */
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dp4 oPos.x, v0, c2
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dp4 oPos.y, v0, c3
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dp4 oPos.z, v0, c4
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dp4 oPos.w, v0, c5
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// this is some kind of vector normalization or transform
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add r0, v0, -c44
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mov r0.z, -r0.z
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dp3 r0.w, r0, r0
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rsq r0.w, r0.w
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/* Output register for texture 1 (environment texture) is modified by register 0 */
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mul oT1.x, -r0, r0.w
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mul oT1.y, r0, r0.w
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mul oT1.z, r0, r0.w
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mov oT1.w, c27.y
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rcp r0.w, r0.w
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mul r0.w, r0.w, c45.x
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max r0.x, r0.w, c27.x
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min oD0.w, r0.w, c27.y
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mov oT0, v2
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dp4 r0.z, v0, c5
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add r0.x, -r0.z, c26.y
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mul oFog, r0.x, c26.z
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};
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#else
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VertexShader = compile vs_1_1 MainVS();
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#endif
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PixelShader = compile ps_1_3 MainPS(); // effect will not work > ps 1.3
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}
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}
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