Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/ssfx_water_blur.ps

44 lines
1.1 KiB
PostScript
Raw Normal View History

/**
* @ Version: SCREEN SPACE SHADERS - UPDATE 21
* @ Description: Water Blur
* @ Modified time: 2024-03-30 12:15
* @ Author: https://www.moddb.com/members/ascii1457
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
*/
//#include "common.h"
#include "screenspace_common.h"
Texture2D water_buffer;
uniform float4 blur_setup; // Buffer Res [ x:width | y:height | z:scale | w:offset size ]
uniform float4 ssfx_water;
//uniform float4 shader_param_7;
float4 main ( p_screen I ) : SV_Target
{
float2 tc = I.tc0.xy * blur_setup.w;
float2 buffer_pixel_size = 1.0 / ((screen_res.xy / 2.0f) * ssfx_water.x);
float2 offset = blur_setup.xy * buffer_pixel_size * clamp(ssfx_water.y * 2.0, 1.0f, 2.0f);
float3 blur = 0;
float2 blur_tc = 0;
float tc_limit = 1.0 / ssfx_water.x;
float3 base_image = water_buffer.SampleLevel(smp_linear, tc, 0).rgb;
for (int i = -6; i <= 6; i++)
{
blur_tc = tc + i * offset;
if (blur_tc.x < 0 || blur_tc.x > tc_limit)
blur_tc = tc;
blur += water_buffer.SampleLevel(smp_linear, blur_tc, 0);
}
blur.rgb /= 12;
return float4(lerp(base_image, blur, ssfx_water.y), 1);
}