mirror of
https://github.com/ncblakely/GiantsTools
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109 lines
3.0 KiB
HLSL
109 lines
3.0 KiB
HLSL
//--------------------------------------------------------------------------------------
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// Water.fx
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// Very basic shader that implements D3DTOP_ADDSMOOTH functionality in HLSL, replicating
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// the original fixed-function water rendering behavior.
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//--------------------------------------------------------------------------------------
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#include "../fxh/Transform.fxh"
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#include "../fxh/Lighting.fxh"
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#include "../fxh/Fog.fxh"
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shared texture g_Texture0;
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shared WorldTransforms g_WorldTransforms;
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shared ViewTransforms g_ViewTransforms;
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shared float4 g_TextureFactor;
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const float3 g_WaterNormal = float3(0, 0, 1); // Water is always a flat plane currently, so we can just hardcode this to (0, 0, 1)
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shared Material g_WaterMaterial;
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shared PointLightInfo g_PointLights;
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shared DirectionalLightInfo g_DirectionalLights;
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shared FogParams g_Fog;
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sampler2D g_WaterTextureSampler =
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sampler_state
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{
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Texture = <g_Texture0>;
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};
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struct VS_OUTPUT
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{
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float4 Position : POSITION; // vertex position
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float2 TextureUV : TEXCOORD0; // vertex texture coords
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float4 Color : COLOR0;
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float Fog : FOG;
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float3 WorldPos : TEXCOORD1;
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/*float3 Normal : TEXCOORD1;*/
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float3 ViewDirection : TEXCOORD2;
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};
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VS_OUTPUT RenderSceneVS(float4 inPos : POSITION,
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float4 inDiffuse : COLOR0,
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float4 inTextureUV : TEXCOORD0
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/*float3 Normal : NORMAL*/)
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{
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VS_OUTPUT Output;
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Output.Position = mul(inPos, g_WorldTransforms.WorldViewProjection);
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Output.TextureUV = inTextureUV;
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Output.Color = inDiffuse;
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float3 P = mul(inPos, g_WorldTransforms.WorldView);
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float d = length(P);
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Output.Fog = CalculateFogFactor(g_Fog.FogMax, g_Fog.FogMin, d);
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//Output.Normal = mul(Normal, (float3x3)g_WorldTransforms.World);
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Output.WorldPos = mul(inPos, g_WorldTransforms.World);
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Output.ViewDirection = g_ViewTransforms.CameraPosition - Output.WorldPos;
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return Output;
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}
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float4 RenderScenePS(VS_OUTPUT input) : COLOR0
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{
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float4 texel = tex2D(g_WaterTextureSampler, input.TextureUV);
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float4 result = saturate(texel + (1 - texel) * g_TextureFactor); // equivalent to saturate((texel + g_TextureFactor) - (texel * g_TextureFactor));
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float3 reflection = -reflect(normalize(-g_DirectionalLights.Direction[g_DirectionalLights.SunIndex]), g_WaterNormal);
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float specular = dot(normalize(reflection), normalize(input.ViewDirection));
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if (specular > 0.0f)
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{
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specular = pow(specular, g_WaterMaterial.Power);
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result = saturate(result + (specular));
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}
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for (int i = 0; i < g_PointLights.Count; i++)
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{
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float3 worldPos = g_PointLights.Position[i] - input.WorldPos;
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float3 lightDirection = normalize(input.WorldPos - (g_PointLights.Position[i]));
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result += CalculatePointDiffuse(
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worldPos,
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g_WaterNormal,
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-lightDirection,
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g_PointLights.Range[i],
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g_PointLights.Diffuse[i]);
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}
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if (g_Fog.Enabled)
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{
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result = ApplyPixelFog(result, input.Fog, g_Fog.Color);
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}
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result.a = input.Color.a * g_TextureFactor.a;
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return result;
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}
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technique RenderScene
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{
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pass P0
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{
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VertexShader = compile vs_3_0 RenderSceneVS();
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PixelShader = compile ps_3_0 RenderScenePS();
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}
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} |