134 lines
3.1 KiB
PostScript
134 lines
3.1 KiB
PostScript
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#include "common.h"
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// Check Modules
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#include "check_screenspace.h"
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#undef ULTRA_SHADOWS_ON
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#undef USE_ULTRA_SHADOWS
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#define RAY_PATH 2.0h
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#define JITTER_TEXTURE_SIZE 64.0f
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#ifdef SUN_SHAFTS_QUALITY
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#if SUN_SHAFTS_QUALITY==1
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#define FILTER_LOW
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#define RAY_SAMPLES 15
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#elif SUN_SHAFTS_QUALITY==2
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#define RAY_SAMPLES 25
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#elif SUN_SHAFTS_QUALITY==3
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#define RAY_SAMPLES 30
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#endif
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#endif
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#ifndef FILTER_LOW
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#ifdef USE_MINMAX_SM
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#define SM_MINMAX
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#endif
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#endif
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#include "shadow.h"
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float4 volume_range; // x - near plane, y - far plane
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float4 sun_shafts_intensity;
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uniform float4 ssfx_volumetric;
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#ifdef MSAA_OPTIMIZATION
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float4 main (v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main (v2p_volume I) : SV_Target
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#endif
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{
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#ifndef SUN_SHAFTS_QUALITY
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return float4(0,0,0,0);
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#else // SUN_SHAFTS_QUALITY
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float2 tc = I.tc.xy / I.tc.w;
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float4 pos2d = I.hpos;
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float ResScale = 1.0f;
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#ifdef SSFX_SHADOWS
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ResScale = ssfx_volumetric.w;
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#endif
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pos2d *= ResScale;
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gbuffer_data gbd = gbuffer_load_data( GLD_P(tc, pos2d, ISAMPLE) );
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float3 P = gbd.P;
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// Variable ray length, variable step dencity, use jittering
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float4 J0 = jitter0.Sample( smp_jitter, tc * (screen_res.x / ResScale ) * 1.0 / JITTER_TEXTURE_SIZE );
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float coeff = (RAY_SAMPLES - 1*J0.x)/(RAY_SAMPLES*RAY_SAMPLES);
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float3 direction = P*coeff;
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float depth = P.z;
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float deltaDepth = direction.z;
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float4 current = mul (m_shadow,float4(P,1.0));
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float4 delta = mul (m_shadow, float4(direction,0.0));
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float res = 0.0;
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float max_density = sun_shafts_intensity;
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float density = max_density/RAY_SAMPLES;
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// SUN VOLUMETRIC FIXES - SSS Update 14.7
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// - Added weapon fade
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// - Discard out of bound shadow map sampling
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// - Fade volumetric edge
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// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
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// Volumetric offset when used with SSS extended shadows.
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#ifdef SSFX_SHADOWS
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current.z += 0.001f * (1.0 + ssfx_volumetric.w * saturate(P.z * 0.1f) * 0.1f);
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#else
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current.z += 0.001f;
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#endif
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// Fade Weapon
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density *= saturate(depth * 0.8f);
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if (depth < 0.0001)
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res = max_density;
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[unroll (RAY_SAMPLES)]
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for ( int i=0; i<RAY_SAMPLES; ++i )
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{
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// Don't sample out of bounds
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if (current.x >= 0 && current.x <= 1 && current.y >= 0 && current.y <= 1)
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{
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if (depth > 0.1f)
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res += density * sample_hw_pcf(current, float4(0.0,0.0,0.0,0.0));
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}
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depth -= deltaDepth;
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current -= delta;
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}
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float fSturation = -Ldynamic_dir.z;
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// Normalize dot product to
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fSturation = 0.5*fSturation+0.5;
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// Map saturation to 0.2..1
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fSturation = 0.80*fSturation+0.20;
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res *= fSturation;
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// Use fog near/far to fade the sun rays
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float fog = saturate(length(P) * fog_params.w + fog_params.x);
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#ifdef USE_STRICT_GAMMA_CORRECTION
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res = SRGBToLinear(res);
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float3 SunColor = SRGBToLinear(Ldynamic_color.rgb);
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#else
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float3 SunColor = Ldynamic_color.rgb;
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#endif
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// Fade from "res" to "max_density" using squared fog to get a nice curve
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float3 result = lerp(SunColor * max_density * fSturation, SunColor * res, 1.0f - fog * fog);
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return float4(result, 1);
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#endif // SUN_SHAFTS_QUALITY
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}
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