Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/effects_water.s

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2024-03-17 20:18:03 -04:00
local tex_base = "water\\water_water"
local tex_nmap = "fx\\water_normal"
local tex_dist = "water\\water_dudv"
local tex_sky0 = "$user$sky0" -- "sky\\sky_8_cube"
local tex_sky1 = "$user$sky1" -- "sky\\sky_8_cube"
local tex_bluenoise = "fx\\blue_noise"
local tex_rainsplash = "fx\\water_sbumpvolume"
local tex_caustics = "fx\\water_caustics"
function normal (shader, t_base, t_second, t_detail)
shader :begin ("water_regular","water_regular")
:sorting (2, false)
:blend (true,blend.srcalpha,blend.invsrcalpha)
:zb (true,false)
:distort (true)
:fog (true)
shader:dx10texture ("s_base", tex_base)
shader:dx10texture ("s_nmap", tex_nmap)
shader:dx10texture ("sky_s0", tex_sky0)
shader:dx10texture ("sky_s1", tex_sky1)
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("s_rimage", "$user$generic_temp")
shader:dx10texture ("s_diffuse", "$user$albedo")
shader:dx10texture ("s_accumulator", "$user$accum")
shader:dx10texture ("s_bluenoise", tex_bluenoise)
shader:dx10texture ("s_rainsplash", tex_rainsplash)
shader:dx10texture ("s_watercaustics", tex_caustics)
shader:dx10sampler ("smp_base")
shader:dx10sampler ("smp_linear")
shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_rtlinear")
end
function l_special (shader, t_base, t_second, t_detail)
shader :begin ("waterd","waterd")
:sorting (2, true)
:blend (true,blend.srcalpha,blend.invsrcalpha)
:zb (true,false)
:fog (false)
:distort (true)
shader: dx10color_write_enable( true, true, true, false)
shader:dx10texture ("s_base", tex_base)
shader:dx10texture ("s_distort", tex_dist)
shader:dx10texture ("s_position", "$user$position")
shader:dx10sampler ("smp_base")
shader:dx10sampler ("smp_nofilter")
end