#include "common.h" #include "anomaly_shaders.h" #include "reflections.h" #include "lmodel.h" struct vf { float2 tbase : TEXCOORD0; // base float4 tnorm0 : TEXCOORD1; // nm0 float3 position_w : TEXCOORD2; // nm1 float3 M1 : TEXCOORD3; float3 M2 : TEXCOORD4; float3 M3 : TEXCOORD5; float3 v2point_w : TEXCOORD6; float4 tctexgen: TEXCOORD7; float4 c0 : COLOR0; float fog : FOG; float4 hpos : SV_Position; }; Texture2D s_nmap; Texture2D s_leaves; float3 water_intensity; float4 main( vf I) : SV_Target { float4 base; base= s_base.Sample( smp_base, I.tbase); /////////////////////////// float3 n0 = s_nmap.Sample( smp_base, I.tnorm0.xy); float3 n1 = s_nmap.Sample( smp_base, I.tnorm0.zw); float3 Navg = n0 + n1 - 1.0; float3 Nw = mul (float3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); float3 v2point = normalize (I.v2point_w); float2 PosTc = I.tctexgen.xy/I.tctexgen.z; gbuffer_data gbd = gbuffer_load_data( PosTc, I.hpos.xy ); float4 _P = float4( gbd.P, gbd.mtl ); float3 vreflect = reflect(normalize(v2point), normalize(Nw.xyz)); float fresnel = saturate (dot(vreflect,v2point)); float power = pow(fresnel,9.0); float3 env = calc_envmap(vreflect); float3 final = (0.0,0.0,0.0); #ifdef NEED_TRANSPARENT base.rgb *= I.c0.xyz; #endif #ifdef NEED_REFLECTIONS final = lerp(env,base.rgb,base.a); #else final = lerp(base.rgb,base.rgb,base.a); #endif #ifdef NEED_SPECULARS final += specular_phong(v2point, Nw.xyz, L_sun_dir_w)*4.0; #endif final *= I.c0*2.0; #ifdef NEED_SOFT_WATER float alpha = 0.55+0.25*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test float waterDepth = _P.z-I.tctexgen.z; // water fog float fog_exp_intens = -4.0; float fog = 1.0-exp(fog_exp_intens*waterDepth); float3 Fc = float3( 0.1, 0.1, 0.1) * water_intensity.r; final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves #ifdef NEED_FOAM float4 leaves = s_leaves.Sample( smp_base, I.tbase); leaves.rgb *= water_intensity.r; float calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); float calc_depth = saturate(waterDepth*calc_cos); float fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif #endif // USE_SOFT_WATER // Fogging final = lerp(fog_color, final, I.fog); alpha *= I.fog*I.fog; return float4 (final, alpha ) ; #else // NEED_SOFT_WATER final = lerp(fog_color, final, I.fog); return float4 (final, I.fog*I.fog ) ; #endif // NEED_SOFT_WATER }