Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/lmodel.h

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2024-03-17 20:18:03 -04:00
/**
* @ Description: Enhanced Shaders and Color Grading 1.10
* @ Author: https://www.moddb.com/members/kennshade
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/enhanced-shaders-and-color-grading-for-151
*/
#ifndef LMODEL_H
#define LMODEL_H
#include "common.h"
#include "common_brdf.h"
#include "pbr_brdf.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Lighting formulas
float4 compute_lighting(float3 N, float3 V, float3 L, float4 alb_gloss, float mat_id)
{
// [ SSS Test ]. Overwrite terrain material
bool m_terrain = abs(mat_id - 0.95) <= 0.04f;
if (m_terrain)
mat_id = 0;
float3 albedo = calc_albedo(alb_gloss, mat_id);
float3 specular = calc_specular(alb_gloss, mat_id);
float rough = calc_rough(alb_gloss, mat_id);
//calc_rain(albedo, specular, rough, alb_gloss, mat_id, 1);
calc_foliage(albedo, specular, rough, alb_gloss, mat_id);
float3 light = Lit_BRDF(rough, albedo, specular, V, N, L );
//if(mat_id == MAT_FLORA) //Be aware of precision loss/errors
if(abs(mat_id-MAT_FLORA) <= MAT_FLORA_ELIPSON) //Be aware of precision loss/errors
{
//Simple subsurface scattering
float3 subsurface = SSS(N,V,L);
light.rgb += subsurface*albedo;
}
return float4(light, 0);
}
float4 plight_infinity(float m, float3 pnt, float3 normal, float4 c_tex, float3 light_direction )
{
//gsc vanilla stuff
float3 N = normalize(normal); // normal
float3 V = normalize(-pnt); // vector2eye
float3 L = normalize(-light_direction); // vector2light
float4 light = compute_lighting(N,V,L,c_tex,m);
return light; // output (albedo.gloss)
}
float4 plight_local(float m, float3 pnt, float3 normal, float4 c_tex, float3 light_position, float light_range_rsq, out float rsqr )
{
float atteps = 0.1;
float3 L2P = pnt - light_position; // light2point
rsqr = dot(L2P,L2P); // distance 2 light (squared)
rsqr = max(rsqr, atteps);
//rsqr = rsqr + 1.0;
//vanilla atten - linear
float att = saturate(1.0 - rsqr*light_range_rsq); // q-linear attenuate
att = SRGBToLinear(att);
/*
//unity atten - quadtratic
//catlikecoding.com/unity/tutorials/custom-srp/point-and-spot-lights/
att = rsqr * light_range_rsq;
att *= att;
att = saturate(1.0 - att);
att *= att;
att = att / rsqr;
*/
float3 N = normalize(normal); // normal
float3 V = normalize(-pnt); // vector2eye
float3 L = normalize(-L2P); // vector2light
float4 light = compute_lighting(N,V,L,c_tex,m);
return att*light; // output (albedo.gloss)
}
float3 specular_phong(float3 pnt, float3 normal, float3 light_direction)
{
float3 H = normalize(pnt + light_direction );
float nDotL = saturate(dot(normal, light_direction));
float nDotH = saturate(dot(normal, H));
float nDotV = saturate(dot(normal, pnt));
float lDotH = saturate(dot(light_direction, H));
//float vDotH = saturate(dot(pnt, H));
return L_sun_color.rgb * Lit_Specular(nDotL, nDotH, nDotV, lDotH, 0.02, 0.1);
}
// TODO: DX10: Remove path without blending
half4 blendp(half4 value, float4 tcp)
{
return value;
}
half4 blend(half4 value, float2 tc)
{
return value;
}
#endif