#define SSFX_WIND_ISGRASS #include "common.h" #include "check_screenspace.h" float4 benders_pos[32]; float4 benders_setup; float4 consts; // {1/quant,1/quant,diffusescale,ambient} float4 wave; // cx,cy,cz,tm float4 dir2D; float4 array[61*4]; float4 wind; #ifdef SSFX_WIND #include "screenspace_wind.h" #endif v2p_bumped main (v_detail v) { v2p_bumped O; // index int i = v.misc.w; float4 m0 = array[i+0]; float4 m1 = array[i+1]; float4 m2 = array[i+2]; float4 c0 = array[i+3]; // Transform pos to world coords float4 P; P.x = dot(m0, v.pos); P.y = dot(m1, v.pos); P.z = dot(m2, v.pos); P.w = 1; float H = P.y - m1.w; // height of vertex (scaled) #ifndef SSFX_WIND float dp = calc_cyclic(dot(P, wave)); float frac = v.misc.z * consts.x; // fractional float inten = H * dp; float2 result = calc_xz_wave(dir2D.xz * inten, frac); float4 pos = float4(P.x + result.x, P.y, P.z + result.y, 1); #else float3 wind_result = ssfx_wind_grass(P.xyz, H, ssfx_wind_setup()); float4 pos = float4(P.xyz + wind_result.xyz, 1); #endif // INTERACTIVE GRASS - SSS Update 15.4 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ #ifdef SSFX_INTER_GRASS #if SSFX_INT_GRASS > 0 for (int b = 0; b < SSFX_INT_GRASS + 1; b++) { // Direction, Radius & Bending Strength, Distance and Height Limit float3 dir = benders_pos[b + 16].xyz; float3 rstr = float3(benders_pos[b].w, benders_pos[b + 16].ww); bool non_dynamic = rstr.x <= 0 ? true : false; float dist = distance(pos.xz, benders_pos[b].xz); float height_limit = 1.0f - saturate(abs(pos.y - benders_pos[b].y) / ( non_dynamic ? 2.0f : rstr.x )); height_limit *= H; // Adjustments ( Fix Radius or Dynamic Radius ) rstr.x = non_dynamic ? benders_setup.x : rstr.x; rstr.yz *= non_dynamic ? benders_setup.yz : 1.0f; // Strength through distance and bending direction. float bend = 1.0f - saturate(dist / (rstr.x + 0.001f)); float3 bend_dir = normalize(pos.xyz - benders_pos[b].xyz) * bend; float3 dir_limit = dir.y >= -1 ? saturate(dot(bend_dir.xyz, dir.xyz) * 5.0f) : 1.0f; // Limit if nedeed // Apply direction limit bend_dir.xz *= dir_limit.xz; // Apply vertex displacement pos.xz += bend_dir.xz * 2.0f * rstr.yy * height_limit; // Horizontal pos.y -= bend * 0.6f * rstr.z * height_limit * dir_limit.y; // Vertical } #endif #endif // FLORA FIXES & IMPROVEMENTS - SSS Update 14.6 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ // Fake Normal, Bi-Normal and Tangent float3 N = normalize(float3(P.x - m0.w, P.y - m1.w + 1.0f, P.z - m2.w)); float3x3 xform = mul ((float3x3)m_WV, float3x3( 0,0,N.x, 0,0,N.y, 0,0,N.z )); // Feed this transform to pixel shader O.M1 = xform[0]; O.M2 = xform[1]; O.M3 = xform[2]; // Eye-space pos/normal float hemi = clamp(c0.w, 0.05f, 1.0f); // Some spots are bugged ( Full black ), better if we limit the value till a better solution. // Option -> v_hemi(N); float3 Pe = mul (m_V, pos ); O.tcdh = float4 ((v.misc * consts).xyyy); O.hpos = mul (m_VP, pos ); O.position = float4 (Pe, hemi ); #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) O.tcdh.w = hemi * c_sun.x + c_sun.y; // (,,,dir-occlusion) #endif return O; } FXVS;