75 lines
2.1 KiB
PostScript
75 lines
2.1 KiB
PostScript
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/**
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* @ Version: SCREEN SPACE SHADERS - UPDATE 17.1
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* @ Description: Rain Shader - PS
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* @ Modified time: 2024-02-10 06:32
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* @ Author: https://www.moddb.com/members/ascii1457
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* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
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*/
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#include "screenspace_common.h"
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#ifdef SSFX_BEEFS_NVG
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uniform float4 shader_param_8;
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#endif
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// Pixel Struct
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struct p_Rain
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{
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float2 Tex0 : TEXCOORD0;
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float4 tc : TEXCOORD1;
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};
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float4 ssfx_rain_setup; // Alpha, Brigthness, Refraction, Reflection
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float4 main ( p_Rain I ) : SV_Target
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{
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// Factor to adjust the effect depending on light conditions
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float HemiFactor = saturate(dot(L_hemi_color.rgb, float3(1.0f, 1.0f, 1.0f)));
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// Screen Space
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float2 PosTc = I.tc.xy / I.tc.w;
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// Normal Setup
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float4 N0 = s_base.Sample( smp_rtlinear, I.Tex0);
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N0.xy = N0.xy * 2.0f - 1.0f; // Convert to -1.0f ~ 1.0f
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// Adjust "refraction" offset
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float4 UV_Offset = float4(N0.xy * 0.0125f, N0.xy);
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UV_Offset.xy = normalize(float3(UV_Offset.xy * ssfx_rain_setup.z, 1.0f));
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UV_Offset.zw = normalize(float3(UV_Offset.zw * (0.2f + HemiFactor * 0.5f), 1.0f));
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#if SSFX_RAIN_QUALITY > 0
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// Remove incorrect refraction
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float Depth = SSFX_get_depth(saturate(PosTc + UV_Offset.xy), 0);
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UV_Offset.xy *= (I.tc.w < Depth || Depth <= SKY_EPS);
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#endif
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// Screen Buffer ( Blur )
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float3 Screen = s_blur_4.Sample(smp_nofilter, saturate(PosTc + UV_Offset.xy)).rgb;
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#if SSFX_RAIN_QUALITY > 1
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// Fake reflection using light accumulator with a high UV offset
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#ifndef USE_MSAA
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float3 rL = s_accumulator.Sample(smp_nofilter, saturate(PosTc + UV_Offset.zw)).rgb;
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#else
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float3 rL = s_accumulator.Load(int3(saturate(PosTc + UV_Offset.zw) * screen_res.xy, 0), 0).rgb;
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#endif
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// Adjust intensity ( Day: 3.0f | Night: 18.0f )
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rL *= 3.0f + (1.0 - HemiFactor) * 15.0f;
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// Add fake reflection
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Screen += rL * ssfx_rain_setup.w;
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#endif
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// Add Brightness
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Screen += L_hemi_color.rgb * ssfx_rain_setup.y;
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#ifdef SSFX_BEEFS_NVG
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N0.w *= shader_param_8.x > 0 ? 0.5f : 1.0f;
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#endif
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// Result
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return float4( saturate(Screen), N0.w * ssfx_rain_setup.x );
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}
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