126 lines
3.2 KiB
PostScript
126 lines
3.2 KiB
PostScript
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#if ( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
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#define EXTEND_F_DEFFER
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#endif
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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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#include "check_screenspace.h"
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#ifdef ATOC
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float4 main ( p_bumped I ) : SV_Target
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{
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surface_bumped S = sload(I);
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S.base.w = (S.base.w-def_aref*0.5f)/(1-def_aref*0.5f);
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return S.base;
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}
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#else // ATOC
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#ifdef MSAA_ALPHATEST_DX10_1_ATOC
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f_deffer main ( p_bumped I, float4 pos2d : SV_Position )
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#else // MSAA_ALPHATEST_DX10_1_ATOC
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f_deffer main ( p_bumped I )
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#endif // MSAA_ALPHATEST_DX10_1_ATOC
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{
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f_deffer O;
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#if !defined(MSAA_ALPHATEST_DX10_1)
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surface_bumped S = sload (I);
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#if !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_0_ATOC) )
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clip (S.base.w-def_aref);
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#endif // !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1_ATOC) )
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#ifdef MSAA_ALPHATEST_DX10_1_ATOC
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float alpha = (S.base.w-def_aref*0.5f)/(1-def_aref*0.5f);
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uint mask = alpha_to_coverage ( alpha, pos2d );
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#endif // MSAA_ALPHATEST_DX10_1_ATOC
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#else // !defined(MSAA_ALPHATEST_DX10_1)
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uint mask = 0x0;
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surface_bumped S = sload (I,MSAAOffsets[0]*(1.0/16.0));
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if( S.base.w-def_aref >= 0 ) mask |= 0x1;
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[unroll] for( int i = 1; i < MSAA_SAMPLES; ++i )
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{
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surface_bumped SI = sload (I,MSAAOffsets[i]*(1.0/16.0));
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if( SI.base.w-def_aref >= 0 ) mask |= ( uint(0x1) << i );
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}
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if( mask == 0x0 )
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discard;
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#endif // !defined(MSAA_ALPHATEST_DX10_1)
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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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#ifdef SSFX_SSS
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drops.w = ssfx_hud_drops_1.z;
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#else
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drops.w = ssfx_hud_drops_1.z * dot(L_hemi_color, SSFX_HUD_LIGHTVECTOR);
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#endif
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drops.w = max(drops.w, 3.0f);
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}
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// Sample normal, rotate it by matrix, encode position
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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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S.gloss += (ssfx_hud_drops_1.y * ssfx_hud_drops_2.z) + drops.z * ssfx_hud_drops_2.w;
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// hemi,sun,material
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float ms = xmaterial ;
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#ifdef USE_LM_HEMI
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// float4 lm = tex2D (s_hemi, I.lmh);
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float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh);
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//float h = dot (lm.rgb,1.h/3.h);
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float h = get_hemi(lm);
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# ifdef USE_R2_STATIC_SUN
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// ms = lm.w;
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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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#ifndef EXTEND_F_DEFFER
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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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#else
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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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mask );
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#endif
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return O ;
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}
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#endif // ATOC
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