64 lines
1.5 KiB
PostScript
64 lines
1.5 KiB
PostScript
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#include "common.h"
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#include "sload.h"
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#include "screenspace_hud_raindrops.h"
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f_deffer main ( p_bumped I )
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{
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f_deffer O;
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// HUD Rain drops - SSS Update 17
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// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
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float4 drops = 0; // xy = Normal | z = Overall str | w = reflection str
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if (ssfx_hud_drops_1.y > 0)
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{
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// Calc droplets
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drops.xyz = ssfx_hud_raindrops(s_hud_rain, I.RDrops.xyz, 1.0f);
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// Only apply to facing up surfaces [ World Y+ ]
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drops.xyz *= saturate(I.RDrops.w);
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// Intensity from script ( Cover + Rain intensity )
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drops.xyz *= ssfx_hud_drops_1.y;
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// Refraction
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I.tcdh.xy = I.tcdh.xy + drops.xy * ssfx_hud_drops_1.w;
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// Reflection adjustments
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drops.w = ssfx_hud_drops_1.z * dot(L_hemi_color, SSFX_HUD_LIGHTVECTOR);
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drops.w = max(drops.w, 3.0f);
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}
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surface_bumped S = sload(I);
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// Add sampled normal and droplets
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float3 Ne = mul(float3x3(I.M1, I.M2, I.M3), S.normal + float3(drops.xy * drops.w, 1.0f));
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Ne = normalize (Ne);
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// hemi,sun,material
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float ms = xmaterial;
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S.gloss += (ssfx_hud_drops_1.y * ssfx_hud_drops_2.z) + drops.z * ssfx_hud_drops_2.w;
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#ifdef USE_LM_HEMI
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float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh);
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float h = get_hemi(lm);
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# ifdef USE_R2_STATIC_SUN
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ms = get_sun(lm);
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# endif
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#else
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float h = I.position.w ;
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# ifdef USE_R2_STATIC_SUN
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ms = I.tcdh.w ;
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# endif
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#endif
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O = pack_gbuffer(
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float4 (Ne, h ),
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float4 (I.position.xyz + Ne*S.height*def_virtualh, ms ),
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float4 (S.base.xyz, S.gloss ) );
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return O;
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}
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