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

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2024-03-17 20:18:03 -04:00
/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 19
* @ Description: Wind Main File
* @ Modified time: 2023-12-23 16:05
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
uniform float4 wind_params;
uniform float4 ssfx_wsetup_grass; // Anim Speed - Turbulence - Push - Wave
uniform float4 ssfx_wsetup_trees; // Branches Speed - Trunk Speed - Bending - Min Wind Speed
uniform float4 ssfx_wind_anim;
Texture2D s_waves;
sampler smp_linear2;
struct wind_setup
{
float2 direction;
float speed;
float sqrt_speed;
float trees_animspeed;
float trees_trunk_animspeed;
float trees_bend;
float grass_animspeed;
float grass_turbulence;
float grass_push;
float grass_wave;
};
wind_setup ssfx_wind_setup()
{
wind_setup wsetup;
// Direction. Radians to Vector
float r = -wind_params.x + 1.57079f;
wsetup.direction = float2(cos(r),sin(r));
// Wind Speed
wsetup.speed = max(ssfx_wsetup_trees.w, saturate(wind_params.y * 0.001));
wsetup.sqrt_speed = saturate(sqrt(wsetup.speed * 1.66f));
// Setup
wsetup.grass_animspeed = ssfx_wsetup_grass.x;
wsetup.grass_turbulence = ssfx_wsetup_grass.y;
wsetup.grass_push = ssfx_wsetup_grass.z;
wsetup.grass_wave = ssfx_wsetup_grass.w;
wsetup.trees_animspeed = ssfx_wsetup_trees.x;
wsetup.trees_trunk_animspeed = ssfx_wsetup_trees.y;
wsetup.trees_bend = ssfx_wsetup_trees.z;
return wsetup;
}
#ifdef SSFX_WIND_ISGRASS
// Flow Map - X: X-Anim | Y: Z-Anim | Z: Wind Wave | W : Detail
float3 ssfx_wind_grass(float3 pos, float H, wind_setup W)
{
// Height Limit. ( Add stiffness to tall grass )
float HLimit = saturate(H * H - 0.01f) * saturate(1.0f - H * 0.1f);
// Offset animation
float2 Offset = -ssfx_wind_anim.xy * W.grass_animspeed;
// Sample ( The scale defines the detail of the motion )
float3 Flow = s_waves.SampleLevel( smp_linear2, (pos.xz + Offset) * 0.018f, 0);
// Grass Motion ( -1.0 ~ 1.0 ). Turbulence.
float2 GrassMotion = (Flow.xy * 2.0f - 1.0f) * W.grass_turbulence;
// Apply wind direction and flow. Wind push.
float2 WindDir = Flow.z * W.direction * W.grass_push;
// Add everything and apply height limit
float3 Final = float3(GrassMotion.x + WindDir.x, Flow.z * W.grass_wave, GrassMotion.y + WindDir.y) * W.speed * HLimit;
return Final;
}
#else // Non Grass
float3 ssfx_wind_tree_trunk(float3 pos, float Tree_H, wind_setup W)
{
// Phase ( from matrix ) + Offset
float Phase = m_xform._24 + ssfx_wind_anim.z * W.trees_trunk_animspeed;
// Trunk wave
float TWave = (cos(Phase) * sin(Phase * 5.0f) + 0.5f) * W.trees_bend;
// Wind speed
float WSpeed = saturate(W.sqrt_speed * 1.5f);
// Base wind speed displacement
float Base_Bend = WSpeed * 0.006f * saturate(1.0f - Tree_H * 0.005f);
// Intensity ( Squared height )
Base_Bend *= Tree_H * Tree_H * TWave * WSpeed;
// Apply direction
float2 Final = Base_Bend.xx * W.direction;
return float3(Final, saturate((TWave + 1.0f) * 0.5));
}
float3 ssfx_wind_tree_branches(float3 pos, float Tree_H, float tc_y, wind_setup W)
{
// UV Offset
float2 Offset = -ssfx_wind_anim.xy * W.trees_animspeed;
// Sample flow map
float3 Flow = s_waves.SampleLevel( smp_linear2, (pos.xz + Offset) * 0.02f, 0);
// Sample 2, slower and detailed
float3 Flow2 = s_waves.SampleLevel( smp_linear2, (pos.xz + Offset * 0.2f) * 0.1f, 0);
// Branch motion [ -1.0 ~ 1.0 ]
float3 branchMotion = float3(Flow.x, Flow2.y, Flow.y) * 2.0f - 1.0f;
// Trunk position
float3 Trunk = ssfx_wind_tree_trunk(pos, Tree_H, W);
// Gust from trunk data.
branchMotion.xz *= Trunk.z * clamp(Tree_H * 0.1f, 1.0f, 2.5f);
// Add wind direction
branchMotion.xz += Flow2.z * W.direction;
// Add wind gust
branchMotion.y *= saturate(Tree_H * 0.1f);
// Everything is limited by the UV and wind speed
branchMotion *= (1.0f - tc_y) * W.speed;
// Add trunk animation
branchMotion.xz += Trunk.xy;
return branchMotion;
}
#endif