Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/deffer_grass.vs

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2024-03-17 20:18:03 -04:00
#define SSFX_WIND_ISGRASS
#include "common.h"
#include "check_screenspace.h"
float4 benders_pos[32];
float4 benders_setup;
float4 consts; // {1/quant,1/quant,diffusescale,ambient}
float4 wave; // cx,cy,cz,tm
float4 dir2D;
float4 array[61*4];
float4 wind;
#ifdef SSFX_WIND
#include "screenspace_wind.h"
#endif
v2p_bumped main (v_detail v)
{
v2p_bumped O;
// index
int i = v.misc.w;
float4 m0 = array[i+0];
float4 m1 = array[i+1];
float4 m2 = array[i+2];
float4 c0 = array[i+3];
// Transform pos to world coords
float4 P;
P.x = dot(m0, v.pos);
P.y = dot(m1, v.pos);
P.z = dot(m2, v.pos);
P.w = 1;
float H = P.y - m1.w; // height of vertex (scaled)
#ifndef SSFX_WIND
float dp = calc_cyclic(dot(P, wave));
float frac = v.misc.z * consts.x; // fractional
float inten = H * dp;
float2 result = calc_xz_wave(dir2D.xz * inten, frac);
float4 pos = float4(P.x + result.x, P.y, P.z + result.y, 1);
#else
float3 wind_result = ssfx_wind_grass(P.xyz, H, ssfx_wind_setup());
float4 pos = float4(P.xyz + wind_result.xyz, 1);
#endif
// INTERACTIVE GRASS - SSS Update 15.4
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
#ifdef SSFX_INTER_GRASS
#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);
bool non_dynamic = rstr.x <= 0 ? true : false;
float dist = distance(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 *= H;
// 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(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
pos.xz += bend_dir.xz * 2.0f * rstr.yy * height_limit; // Horizontal
pos.y -= bend * 0.6f * rstr.z * height_limit * dir_limit.y; // Vertical
}
#endif
#endif
// FLORA FIXES & IMPROVEMENTS - SSS Update 14.6
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
// Fake Normal, Bi-Normal and Tangent
float3 N = normalize(float3(P.x - m0.w, P.y - m1.w + 1.0f, P.z - m2.w));
float3x3 xform = mul ((float3x3)m_WV, float3x3(
0,0,N.x,
0,0,N.y,
0,0,N.z
));
// Feed this transform to pixel shader
O.M1 = xform[0];
O.M2 = xform[1];
O.M3 = xform[2];
// Eye-space pos/normal
float hemi = clamp(c0.w, 0.05f, 1.0f); // Some spots are bugged ( Full black ), better if we limit the value till a better solution. // Option -> v_hemi(N);
float3 Pe = mul (m_V, pos );
O.tcdh = float4 ((v.misc * consts).xyyy);
O.hpos = mul (m_VP, pos );
O.position = float4 (Pe, hemi );
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
O.tcdh.w = hemi * c_sun.x + c_sun.y; // (,,,dir-occlusion)
#endif
return O;
}
FXVS;