139 lines
4.4 KiB
Plaintext
139 lines
4.4 KiB
Plaintext
|
/**
|
||
|
* @ Version: SCREEN SPACE SHADERS - UPDATE 19
|
||
|
* @ Description: Trees - Branches/Bushes
|
||
|
* @ Modified time: 2023-12-16 13:53
|
||
|
* @ Author: https://www.moddb.com/members/ascii1457
|
||
|
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
|
||
|
*/
|
||
|
|
||
|
#include "common.h"
|
||
|
#include "check_screenspace.h"
|
||
|
|
||
|
float4 benders_pos[32];
|
||
|
float4 benders_setup;
|
||
|
|
||
|
uniform float3x4 m_xform ;
|
||
|
uniform float3x4 m_xform_v ;
|
||
|
uniform float4 consts; // {1/quant,1/quant,???,???}
|
||
|
uniform float4 c_scale,c_bias,wind,wave;
|
||
|
uniform float2 c_sun; // x=*, y=+
|
||
|
|
||
|
#ifdef SSFX_WIND
|
||
|
#include "screenspace_wind.h"
|
||
|
#endif
|
||
|
|
||
|
v2p_bumped main (v_tree I)
|
||
|
{
|
||
|
I.Nh = unpack_D3DCOLOR(I.Nh);
|
||
|
I.T = unpack_D3DCOLOR(I.T);
|
||
|
I.B = unpack_D3DCOLOR(I.B);
|
||
|
|
||
|
// Transform to world coords
|
||
|
|
||
|
float3 pos = mul(m_xform, I.P);
|
||
|
float H = pos.y - m_xform._24; // height of vertex
|
||
|
float2 tc = (I.tc * consts).xy;
|
||
|
|
||
|
#ifndef SSFX_WIND
|
||
|
float base = m_xform._24 ; // take base height from matrix
|
||
|
float dp = calc_cyclic (wave.w+dot(pos,(float3)wave));
|
||
|
float frac = I.tc.z*consts.x; // fractional (or rigidity)
|
||
|
float inten = H * dp; // intensity
|
||
|
float2 result = calc_xz_wave (wind.xz*inten*2.0f, frac);
|
||
|
|
||
|
float3 wind_result = float3(result.x, 0, result.y);
|
||
|
#else
|
||
|
float3 wind_result = ssfx_wind_tree_branches(pos, H, tc.y, ssfx_wind_setup());
|
||
|
#endif
|
||
|
|
||
|
#ifdef USE_TREEWAVE
|
||
|
wind_result = 0;
|
||
|
#endif
|
||
|
float4 w_pos = float4(pos.xyz + wind_result.xyz, 1);
|
||
|
|
||
|
|
||
|
// INTERACTIVE GRASS ( Bushes ) - SSS Update 15.4
|
||
|
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
|
||
|
#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); // .x = Radius | .yz = Str
|
||
|
bool non_dynamic = rstr.x <= 0 ? true : false;
|
||
|
float dist = distance(w_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 *= (1.0f - tc.y); // Bushes uses UV Coor instead of H to limit displacement
|
||
|
|
||
|
// 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(w_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
|
||
|
w_pos.xz += bend_dir.xz * 2.25f * rstr.yy * height_limit; // Horizontal
|
||
|
w_pos.y -= bend * 0.67f * rstr.z * height_limit * dir_limit.y; // Vertical
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
float hemi = clamp(I.Nh.w * c_scale.w + c_bias.w, 0.3f, 1.0f); // Limit hemi - SSS Update 14.5
|
||
|
// float hemi = I.Nh.w;
|
||
|
|
||
|
// Eye-space pos/normal
|
||
|
v2p_bumped O;
|
||
|
float3 Pe = mul (m_V, w_pos );
|
||
|
O.tcdh = float4 (tc.xyyy );
|
||
|
O.hpos = mul (m_VP, w_pos );
|
||
|
O.position = float4 (Pe, hemi );
|
||
|
|
||
|
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
||
|
float suno = I.Nh.w * c_sun.x + c_sun.y ;
|
||
|
O.tcdh.w = suno; // (,,,dir-occlusion)
|
||
|
#endif
|
||
|
|
||
|
// Calculate the 3x3 transform from tangent space to eye-space
|
||
|
// TangentToEyeSpace = object2eye * tangent2object
|
||
|
// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
|
||
|
//Normal mapping
|
||
|
|
||
|
// FLORA FIXES & IMPROVEMENTS - SSS Update 14
|
||
|
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
|
||
|
// Use real tree Normal, Tangent and Binormal.
|
||
|
float3 N = unpack_bx4(I.Nh);
|
||
|
float3 T = unpack_bx4(I.T);
|
||
|
float3 B = unpack_bx4(I.B);
|
||
|
float3x3 xform = mul ((float3x3)m_xform_v, float3x3(
|
||
|
T.x,B.x,N.x,
|
||
|
T.y,B.y,N.y,
|
||
|
T.z,B.z,N.z
|
||
|
));
|
||
|
|
||
|
// The pixel shader operates on the bump-map in [0..1] range
|
||
|
// Remap this range in the matrix, anyway we are pixel-shader limited :)
|
||
|
// ...... [ 2 0 0 0]
|
||
|
// ...... [ 0 2 0 0]
|
||
|
// ...... [ 0 0 2 0]
|
||
|
// ...... [-1 -1 -1 1]
|
||
|
// issue: strange, but it's slower :(
|
||
|
// issue: interpolators? dp4? VS limited? black magic?
|
||
|
|
||
|
// Feed this transform to pixel shader
|
||
|
O.M1 = xform[0];
|
||
|
O.M2 = xform[1];
|
||
|
O.M3 = xform[2];
|
||
|
|
||
|
#ifdef USE_TDETAIL
|
||
|
O.tcdbump = O.tcdh * dt_params; // dt tc
|
||
|
#endif
|
||
|
|
||
|
return O;
|
||
|
}
|
||
|
FXVS;
|