Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/screenspace_fog.h

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 14.4
* @ Description: 2 Layers fog ( Distance + Height )
* @ Modified time: 2024-01-22 05:45
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
#include "settings_screenspace_FOG.h"
float SSFX_HEIGHT_FOG(float3 P, float World_Py, inout float3 color)
{
// Get Sun dir
float3 Sun = saturate(dot(normalize(Ldynamic_dir), -normalize(P)));
// Apply sun color
Sun = lerp(fog_color, Ldynamic_color.rgb, Sun);
// Distance Fog ( Default Anomaly Fog )
float fog = saturate(length(P) * fog_params.w + fog_params.x);
// Height Fog
float fogheight = smoothstep(G_FOG_HEIGHT, -G_FOG_HEIGHT, World_Py) * G_FOG_HEIGHT_INTENSITY;
// Add the height fog to the distance fog
float fogresult = saturate(fog + fogheight * (fog * G_FOG_HEIGHT_DENSITY));
// Blend factor to mix sun color and fog color. Adjust intensity to.
float FogBlend = fogheight * G_FOG_SUNCOLOR_INTENSITY;
// Final fog color
float3 FOG_COLOR = lerp(fog_color, Sun, FogBlend);
// Apply fog to color
color = lerp(color, FOG_COLOR, fogresult);
// Return distance fog.
return fog;
}
float SSFX_FOGGING(float Fog, float World_Py)
{
// Height fog
float fog_height = smoothstep(G_FOG_HEIGHT, -G_FOG_HEIGHT, World_Py) * G_FOG_HEIGHT_INTENSITY;
// Add height fog to default distance fog.
float fog_extra = saturate(Fog + fog_height * (Fog * G_FOG_HEIGHT_DENSITY));
return 1.0f - fog_extra;
}
float SSFX_CALC_FOG(float3 P)
{
float3 WorldP = mul(m_inv_V, float4(P.xyz, 1));
float distance = length(P.xyz);
float fog = saturate(distance * fog_params.w + fog_params.x); // Vanilla fog
float fogheight = smoothstep(G_FOG_HEIGHT, -G_FOG_HEIGHT, WorldP.y) * G_FOG_HEIGHT_INTENSITY; // Height fog
return saturate(fog + fogheight * (fog * G_FOG_HEIGHT_DENSITY));
}