mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-05 06:45:37 +01:00
178 lines
3.9 KiB
HLSL
178 lines
3.9 KiB
HLSL
//--------------------------------------------------------------------------------------
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// Ocean.fx
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// Ocean water reflection shader.
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//--------------------------------------------------------------------------------------
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#include "../fxh/Transform.fxh"
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#include "../fxh/Fog.fxh"
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shared texture g_Texture0; // Seabed texture
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shared texture g_Texture1; // Environment texture
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shared WorldTransforms g_WorldTransforms;
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shared ViewTransforms g_ViewTransforms;
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shared FogParams g_Fog;
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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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float Fog : FOG;
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};
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sampler g_SeabedSampler : register(s0) = sampler_state
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{
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Texture = <g_Texture0>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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sampler g_EnvironmentSampler = sampler_state
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{
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Texture = <g_Texture1>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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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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float4 result = lerp(texCUBE(g_EnvironmentSampler, input.texCoord1), tex2D(g_SeabedSampler, input.texCoord0.xy), 1-input.color.a);
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// Note: fog disabled for now as it doesn't quite match up with FFP fog.
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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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*/
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return result;
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}
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// C44: (dynamic)
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float4 const44 : register(c44);
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struct VS_OUTPUT
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{
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float4 pos : POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 texCoord1 : TEXCOORD1;
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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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float4 texCoord0 : TEXCOORD0;
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};
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VS_OUTPUT MainVS(const VS_INPUT input)
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{
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VS_OUTPUT output = (VS_OUTPUT)0;
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output.pos = mul(input.pos, g_WorldTransforms.WorldViewProjection);
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// add r0, v0, -c44
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float4 r0 : register(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.w * -r0.x;
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output.texCoord1.y = r0.w * r0.y;
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output.texCoord1.z = r0.w * r0.z;
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output.texCoord1.w = 1.0f;
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//rcp r0.w, r0.w
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r0.w = 1.0f / 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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r0.w = r0.w * 0.00033333333f;
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output.color.a = min(r0.w, 1.0);
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output.texCoord0 = input.texCoord0;
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/*
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float3 P = mul(input.pos, 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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*/
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return output;
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}
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technique ReflectionLow
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{
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pass P0
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{
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VertexShader = compile vs_2_0 MainVS();
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PixelShader = compile ps_2_0 MainPS();
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}
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}
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struct ReflectionHighVSOutput
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{
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float4 pos : POSITION;
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float4 texCoord0 : TEXCOORD0;
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float4 texCoord1 : TEXCOORD1;
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float4 color : COLOR0;
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float Fog : FOG;
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float3 Normal : TEXCOORD2;
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float3 Reflection : TEXCOORD3;
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};
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struct ReflectionHighVSInput
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{
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float4 pos : POSITION;
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float4 texCoord0 : TEXCOORD0;
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float3 Normal : NORMAL0;
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};
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ReflectionHighVSOutput ReflectionHighVS(const ReflectionHighVSInput input)
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{
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ReflectionHighVSOutput output = (ReflectionHighVSOutput)0;
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output.pos = mul(input.pos, g_WorldTransforms.WorldViewProjection);
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output.Normal = normalize(input.Normal);
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float3 normal = normalize(mul(input.Normal, g_WorldTransforms.WorldInverseTranspose));
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float3 viewDirection = g_ViewTransforms.CameraPosition - mul(input.pos, g_WorldTransforms.World);
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output.Reflection = reflect(-normalize(viewDirection), normal);
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return output;
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}
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float4 ReflectionHighPS(ReflectionHighVSOutput input) : COLOR0
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{
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return texCUBE(g_EnvironmentSampler, normalize(input.Reflection));
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}
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technique ReflectionHigh
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{
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pass P0
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{
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VertexShader = compile vs_2_0 ReflectionHighVS();
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PixelShader = compile ps_2_0 ReflectionHighPS();
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//VertexShader = compile vs_2_0 MainVS();
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//PixelShader = compile ps_2_0 MainPS();
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}
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} |