Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/accum_sun_far.ps

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2024-03-17 20:18:03 -04:00
#include "common.h"
#include "lmodel.h"
// Check Screen Space Shaders modules & addons
#include "check_screenspace.h"
#ifdef SSFX_SSS
#include "screenspace_shadows.h"
#endif
#ifdef USE_MINMAX_SM
#define SM_MINMAX
#endif
#if SUN_QUALITY>2
#define ULTRA_SHADOWS_ON
#endif // SUN_QUALITY>2
#ifdef ULTRA_SHADOWS_ON
#define USE_ULTRA_SHADOWS
#endif
#include "shadow.h"
uniform float3 view_shadow_proj; // Unused
#ifdef USE_SUNFILTER
#ifdef MSAA_OPTIMIZATION
float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( v2p_volume I ) : SV_Target
#endif
{
gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) );
float4 _P = float4( gbd.P, 1.0);
float4 PS = mul( m_shadow, _P );
float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P );
return s;
}
#else
#ifdef MSAA_OPTIMIZATION
float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( v2p_volume I ) : SV_Target
#endif
{
gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) );
float4 _P = float4( gbd.P, gbd.mtl );
float4 _N = float4( gbd.N, gbd.hemi );
float4 _C = float4( gbd.C, gbd.gloss );
// ----- light-model
float m = xmaterial;
#ifndef USE_R2_STATIC_SUN
m = _P.w;
#endif
float4 light = plight_infinity ( m, _P, _N, _C, Ldynamic_dir );
// ----- shadow
// SHADOWS FIXES - SSS Update 19
// Normal Offset for biasing
float3 NormalOffset = 0;
#ifdef SSFX_SHADOWS
NormalOffset = _N * ssfx_shadow_bias.y;
#endif
float4 P4 = float4( _P.xyz + NormalOffset, 1.0);
float4 PS = mul( m_shadow, P4 );
// SHADOWS FIXES - SSS Update 14.7
// New far edge fading code
float s = shadow( PS ); // Far Shadows
float shadows = sunmask( P4 ); // Clouds. Don't fade clouds.
// Fade UV
float2 FadeUV = PS.xy / PS.w;
// Fade calc
float4 fade = smoothstep(0.0f, 0.1f, float4(FadeUV.x, 1.0f - FadeUV.x, FadeUV.y, 1.0f - FadeUV.y));
float f = fade.x * fade.y * fade.z * fade.w;
s += ( 1.0f - s ) * ( 1.0f - f );
#ifdef SSFX_SSS
s *= SSFX_ScreenSpaceShadows_Far(_P, I.hpos, ISAMPLE);
#endif
// Add Shadows
shadows *= s;
#ifdef SSFX_ENHANCED_SHADERS
return blend( float4( SRGBToLinear( Ldynamic_color.rgb * shadows.xxx ), 1.0f ) * light, I.tc );
#else
return blend( Ldynamic_color * light * shadows, I.tc );
#endif
}
#endif