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

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 20
* @ Description: Terrain Shader - MID
* @ Modified time: 2024-02-27 23:31
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "common.h"
Texture2D s_lod_texture;
static float2 terrain_lod_offset[4] = {
float2(0.15f, 0.15f),
float2(0.65f, 0.15f),
float2(0.15f, 0.65f),
float2(0.65f, 0.65f)
};
f_deffer main( p_flat I )
{
f_deffer O;
// diffuse
float4 D = s_base.Sample( smp_base, I.tcdh);
float3 N = I.N.xyz;
float4 mask= s_mask.Sample( smp_base, I.tcdh );
float mag = dot( mask, 1 );
mask= mask / mag;
float2 lod_uv = 0, p_lod_uv = 0;
float factor = 0.0f;
float2 tc = (frac( I.tcdh * 100 ) * 0.35f);
for (int a = 0; a <= 3; a++)
{
if (mask[a] > factor)
{
p_lod_uv = lod_uv;
lod_uv = terrain_lod_offset[a] + tc;
factor = mask[a];
}
}
// Texture - TODO: Use partial derivative?
float3 lod_texture = s_lod_texture.Sample(smp_base, lod_uv).rgb * factor;
lod_texture += s_lod_texture.Sample(smp_linear, p_lod_uv).rgb * (1.0 - factor);
D.rgb = lerp( 2 * D.rgb * lod_texture, D.rgb, saturate(-2.4f + length(I.position) * 0.013f));
float4 Ne = float4(normalize(N), D.w);
// Standart output
O = pack_gbuffer( Ne,
float4( I.position.xyz + Ne.xyz * def_virtualh / 2.h, 0.95f ), // Pos & MatID
float4( D.rgb, 0.001f)); // RGB & Gloss
return O;
}