98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
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/**
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* @ Version: SCREEN SPACE SHADERS - UPDATE 19
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* @ Description: Trees - Trunk
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* @ Modified time: 2023-12-16 13:58
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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 "common.h"
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#include "check_screenspace.h"
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uniform float3x4 m_xform ;
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uniform float3x4 m_xform_v ;
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uniform float4 consts; // {1/quant,1/quant,???,???}
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uniform float4 c_scale,c_bias,wind,wave;
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uniform float2 c_sun; // x=*, y=+
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#ifdef SSFX_WIND
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#include "screenspace_wind.h"
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#endif
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v2p_bumped main (v_tree I)
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{
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I.Nh = unpack_D3DCOLOR(I.Nh);
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I.T = unpack_D3DCOLOR(I.T);
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I.B = unpack_D3DCOLOR(I.B);
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// Transform to world coords
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float3 pos = mul(m_xform, I.P);
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float H = pos.y - m_xform._24; // height of vertex
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#ifndef SSFX_WIND
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float dp = calc_cyclic (wave.w+dot(pos,(float3)wave));
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float frac = I.tc.z*consts.x; // fractional (or rigidity)
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float inten = H * dp; // intensity
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float2 wind_result = calc_xz_wave (wind.xz*inten, frac);
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#else
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float2 wind_result = ssfx_wind_tree_trunk(pos, H, ssfx_wind_setup()).xy;
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#endif
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#ifdef USE_TREEWAVE
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wind_result = 0;
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#endif
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float4 w_pos = float4(pos.x + wind_result.x, pos.y, pos.z + wind_result.y, 1);
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float2 tc = (I.tc * consts).xy;
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float hemi = clamp(I.Nh.w * c_scale.w + c_bias.w, 0.3f, 1.0f); // Limit hemi - SSS Update 14.5
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// float hemi = I.Nh.w;
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// Eye-space pos/normal
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v2p_bumped O;
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float3 Pe = mul (m_V, w_pos );
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O.tcdh = float4 (tc.xyyy );
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O.hpos = mul (m_VP, w_pos );
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O.position = float4 (Pe, hemi );
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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float suno = I.Nh.w * c_sun.x + c_sun.y ;
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O.tcdh.w = suno; // (,,,dir-occlusion)
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#endif
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// Calculate the 3x3 transform from tangent space to eye-space
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// TangentToEyeSpace = object2eye * tangent2object
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// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
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//Normal mapping
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// FLORA FIXES & IMPROVEMENTS - SSS Update 14
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// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
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// Use real tree Normal, Tangent and Binormal.
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float3 N = unpack_bx4(I.Nh);
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float3 T = unpack_bx4(I.T);
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float3 B = unpack_bx4(I.B);
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float3x3 xform = mul ((float3x3)m_xform_v, float3x3(
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T.x,B.x,N.x,
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T.y,B.y,N.y,
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T.z,B.z,N.z
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));
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// The pixel shader operates on the bump-map in [0..1] range
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// Remap this range in the matrix, anyway we are pixel-shader limited :)
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// ...... [ 2 0 0 0]
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// ...... [ 0 2 0 0]
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// ...... [ 0 0 2 0]
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// ...... [-1 -1 -1 1]
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// issue: strange, but it's slower :(
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// issue: interpolators? dp4? VS limited? black magic?
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// Feed this transform to pixel shader
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O.M1 = xform[0];
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O.M2 = xform[1];
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O.M3 = xform[2];
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#ifdef USE_TDETAIL
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O.tcdbump = O.tcdh * dt_params; // dt tc
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#endif
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return O;
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}
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FXVS;
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