Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/deffer_tree_branch_bump-hq.vs

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 19
* @ Description: Trees - Branches/Bushes
* @ Modified time: 2023-12-16 13:53
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "common.h"
#include "check_screenspace.h"
float4 benders_pos[32];
float4 benders_setup;
uniform float3x4 m_xform ;
uniform float3x4 m_xform_v ;
uniform float4 consts; // {1/quant,1/quant,???,???}
uniform float4 c_scale,c_bias,wind,wave;
uniform float2 c_sun; // x=*, y=+
#ifdef SSFX_WIND
#include "screenspace_wind.h"
#endif
v2p_bumped main (v_tree I)
{
I.Nh = unpack_D3DCOLOR(I.Nh);
I.T = unpack_D3DCOLOR(I.T);
I.B = unpack_D3DCOLOR(I.B);
// Transform to world coords
float3 pos = mul(m_xform, I.P);
float H = pos.y - m_xform._24; // height of vertex
float2 tc = (I.tc * consts).xy;
#ifndef SSFX_WIND
float base = m_xform._24 ; // take base height from matrix
float dp = calc_cyclic (wave.w+dot(pos,(float3)wave));
float frac = I.tc.z*consts.x; // fractional (or rigidity)
float inten = H * dp; // intensity
float2 result = calc_xz_wave (wind.xz*inten*2.0f, frac);
float3 wind_result = float3(result.x, 0, result.y);
#else
float3 wind_result = ssfx_wind_tree_branches(pos, H, tc.y, ssfx_wind_setup());
#endif
#ifdef USE_TREEWAVE
wind_result = 0;
#endif
float4 w_pos = float4(pos.xyz + wind_result.xyz, 1);
// INTERACTIVE GRASS ( Bushes ) - SSS Update 15.4
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
#if SSFX_INT_GRASS > 0
for (int b = 0; b < SSFX_INT_GRASS + 1; b++)
{
// Direction, Radius & Bending Strength, Distance and Height Limit
float3 dir = benders_pos[b + 16].xyz;
float3 rstr = float3(benders_pos[b].w, benders_pos[b + 16].ww); // .x = Radius | .yz = Str
bool non_dynamic = rstr.x <= 0 ? true : false;
float dist = distance(w_pos.xz, benders_pos[b].xz);
float height_limit = 1.0f - saturate(abs(pos.y - benders_pos[b].y) / ( non_dynamic ? 2.0f : rstr.x ));
height_limit *= (1.0f - tc.y); // Bushes uses UV Coor instead of H to limit displacement
// Adjustments ( Fix Radius or Dynamic Radius )
rstr.x = non_dynamic ? benders_setup.x : rstr.x;
rstr.yz *= non_dynamic ? benders_setup.yz : 1.0f;
// Strength through distance and bending direction.
float bend = 1.0f - saturate(dist / (rstr.x + 0.001f));
float3 bend_dir = normalize(w_pos.xyz - benders_pos[b].xyz) * bend;
float3 dir_limit = dir.y >= -1 ? saturate(dot(bend_dir.xyz, dir.xyz) * 5.0f) : 1.0f; // Limit if nedeed
// Apply direction limit
bend_dir.xz *= dir_limit.xz;
// Apply vertex displacement
w_pos.xz += bend_dir.xz * 2.25f * rstr.yy * height_limit; // Horizontal
w_pos.y -= bend * 0.67f * rstr.z * height_limit * dir_limit.y; // Vertical
}
#endif
float hemi = clamp(I.Nh.w * c_scale.w + c_bias.w, 0.3f, 1.0f); // Limit hemi - SSS Update 14.5
// float hemi = I.Nh.w;
// Eye-space pos/normal
v2p_bumped O;
float3 Pe = mul (m_V, w_pos );
O.tcdh = float4 (tc.xyyy );
O.hpos = mul (m_VP, w_pos );
O.position = float4 (Pe, hemi );
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float suno = I.Nh.w * c_sun.x + c_sun.y ;
O.tcdh.w = suno; // (,,,dir-occlusion)
#endif
// Calculate the 3x3 transform from tangent space to eye-space
// TangentToEyeSpace = object2eye * tangent2object
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
//Normal mapping
// FLORA FIXES & IMPROVEMENTS - SSS Update 14
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
// Use real tree Normal, Tangent and Binormal.
float3 N = unpack_bx4(I.Nh);
float3 T = unpack_bx4(I.T);
float3 B = unpack_bx4(I.B);
float3x3 xform = mul ((float3x3)m_xform_v, float3x3(
T.x,B.x,N.x,
T.y,B.y,N.y,
T.z,B.z,N.z
));
// The pixel shader operates on the bump-map in [0..1] range
// Remap this range in the matrix, anyway we are pixel-shader limited :)
// ...... [ 2 0 0 0]
// ...... [ 0 2 0 0]
// ...... [ 0 0 2 0]
// ...... [-1 -1 -1 1]
// issue: strange, but it's slower :(
// issue: interpolators? dp4? VS limited? black magic?
// Feed this transform to pixel shader
O.M1 = xform[0];
O.M2 = xform[1];
O.M3 = xform[2];
#ifdef USE_TDETAIL
O.tcdbump = O.tcdh * dt_params; // dt tc
#endif
return O;
}
FXVS;