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

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 17.1
* @ Description: Rain Shader - PS
* @ Modified time: 2024-02-10 06:32
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "screenspace_common.h"
#ifdef SSFX_BEEFS_NVG
uniform float4 shader_param_8;
#endif
// Pixel Struct
struct p_Rain
{
float2 Tex0 : TEXCOORD0;
float4 tc : TEXCOORD1;
};
float4 ssfx_rain_setup; // Alpha, Brigthness, Refraction, Reflection
float4 main ( p_Rain I ) : SV_Target
{
// Factor to adjust the effect depending on light conditions
float HemiFactor = saturate(dot(L_hemi_color.rgb, float3(1.0f, 1.0f, 1.0f)));
// Screen Space
float2 PosTc = I.tc.xy / I.tc.w;
// Normal Setup
float4 N0 = s_base.Sample( smp_rtlinear, I.Tex0);
N0.xy = N0.xy * 2.0f - 1.0f; // Convert to -1.0f ~ 1.0f
// Adjust "refraction" offset
float4 UV_Offset = float4(N0.xy * 0.0125f, N0.xy);
UV_Offset.xy = normalize(float3(UV_Offset.xy * ssfx_rain_setup.z, 1.0f));
UV_Offset.zw = normalize(float3(UV_Offset.zw * (0.2f + HemiFactor * 0.5f), 1.0f));
#if SSFX_RAIN_QUALITY > 0
// Remove incorrect refraction
float Depth = SSFX_get_depth(saturate(PosTc + UV_Offset.xy), 0);
UV_Offset.xy *= (I.tc.w < Depth || Depth <= SKY_EPS);
#endif
// Screen Buffer ( Blur )
float3 Screen = s_blur_4.Sample(smp_nofilter, saturate(PosTc + UV_Offset.xy)).rgb;
#if SSFX_RAIN_QUALITY > 1
// Fake reflection using light accumulator with a high UV offset
#ifndef USE_MSAA
float3 rL = s_accumulator.Sample(smp_nofilter, saturate(PosTc + UV_Offset.zw)).rgb;
#else
float3 rL = s_accumulator.Load(int3(saturate(PosTc + UV_Offset.zw) * screen_res.xy, 0), 0).rgb;
#endif
// Adjust intensity ( Day: 3.0f | Night: 18.0f )
rL *= 3.0f + (1.0 - HemiFactor) * 15.0f;
// Add fake reflection
Screen += rL * ssfx_rain_setup.w;
#endif
// Add Brightness
Screen += L_hemi_color.rgb * ssfx_rain_setup.y;
#ifdef SSFX_BEEFS_NVG
N0.w *= shader_param_8.x > 0 ? 0.5f : 1.0f;
#endif
// Result
return float4( saturate(Screen), N0.w * ssfx_rain_setup.x );
}