/** * @ Version: SCREEN SPACE SHADERS - UPDATE 19 * @ Description: Trees - Trunk * @ Modified time: 2023-12-16 13:58 * @ Author: https://www.moddb.com/members/ascii1457 * @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders */ #include "common.h" #include "check_screenspace.h" uniform float3x4 m_xform ; uniform float3x4 m_xform_v ; uniform float4 consts; // {1/quant,1/quant,???,???} uniform float4 c_scale,c_bias,wind,wave; uniform float2 c_sun; // x=*, y=+ #ifdef SSFX_WIND #include "screenspace_wind.h" #endif v2p_bumped main (v_tree I) { I.Nh = unpack_D3DCOLOR(I.Nh); I.T = unpack_D3DCOLOR(I.T); I.B = unpack_D3DCOLOR(I.B); // Transform to world coords float3 pos = mul(m_xform, I.P); float H = pos.y - m_xform._24; // height of vertex #ifndef SSFX_WIND float dp = calc_cyclic (wave.w+dot(pos,(float3)wave)); float frac = I.tc.z*consts.x; // fractional (or rigidity) float inten = H * dp; // intensity float2 wind_result = calc_xz_wave (wind.xz*inten, frac); #else float2 wind_result = ssfx_wind_tree_trunk(pos, H, ssfx_wind_setup()).xy; #endif #ifdef USE_TREEWAVE wind_result = 0; #endif float4 w_pos = float4(pos.x + wind_result.x, pos.y, pos.z + wind_result.y, 1); float2 tc = (I.tc * consts).xy; float hemi = clamp(I.Nh.w * c_scale.w + c_bias.w, 0.3f, 1.0f); // Limit hemi - SSS Update 14.5 // float hemi = I.Nh.w; // Eye-space pos/normal v2p_bumped O; float3 Pe = mul (m_V, w_pos ); O.tcdh = float4 (tc.xyyy ); O.hpos = mul (m_VP, w_pos ); O.position = float4 (Pe, hemi ); #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) float suno = I.Nh.w * c_sun.x + c_sun.y ; O.tcdh.w = suno; // (,,,dir-occlusion) #endif // Calculate the 3x3 transform from tangent space to eye-space // TangentToEyeSpace = object2eye * tangent2object // = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose) //Normal mapping // FLORA FIXES & IMPROVEMENTS - SSS Update 14 // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ // Use real tree Normal, Tangent and Binormal. float3 N = unpack_bx4(I.Nh); float3 T = unpack_bx4(I.T); float3 B = unpack_bx4(I.B); float3x3 xform = mul ((float3x3)m_xform_v, float3x3( T.x,B.x,N.x, T.y,B.y,N.y, T.z,B.z,N.z )); // The pixel shader operates on the bump-map in [0..1] range // Remap this range in the matrix, anyway we are pixel-shader limited :) // ...... [ 2 0 0 0] // ...... [ 0 2 0 0] // ...... [ 0 0 2 0] // ...... [-1 -1 -1 1] // issue: strange, but it's slower :( // issue: interpolators? dp4? VS limited? black magic? // Feed this transform to pixel shader O.M1 = xform[0]; O.M2 = xform[1]; O.M3 = xform[2]; #ifdef USE_TDETAIL O.tcdbump = O.tcdh * dt_params; // dt tc #endif return O; } FXVS;