/* ===================================================================== Addon : Shader 3D Scopes Link : https://www.moddb.com/mods/stalker-anomaly/addons/shader-3d-scopes Authors : LVutner, party_50 Date : 01.03.2024 Last Edit : 26.10.2024 ===================================================================== */ #include "common.h" #include "nv_utils.h" #include "thermal_utils.h" #define PI 3.1415926f #define RT_NONE 0 #define RT_LED 1 #define RT_LED_MASKED 2 #define RT_ACOG 3 #define RT_SPECTER 4 #define RT_GIPERON 5 #define RT_SCREEN 6 #define RT_ADDITIVE 7 #define IT_NONE 0 #define IT_NV 1 #define IT_THERMAL 2 Texture2D s_prev_frame; Texture2D s_inside; Texture2D s_dirt; TextureCube s_env0; TextureCube s_env1; float4 m_hud_params; float4 m_hud_fov_params; float4 ogse_c_screen; uniform float4 s3ds_param_1; uniform float4 s3ds_param_2; uniform float4 s3ds_param_3; uniform float4 s3ds_param_4; uniform float4 markswitch_current; uniform float4 markswitch_color; uniform float4 shader_param_8; struct vf { float4 hpos : SV_Position; float2 tc0 : TEXCOORD0; float3 v_pos : TEXCOORD1; float3 v_nrm : TEXCOORD2; float3 w_pos : TEXCOORD3; float3 w_nrm : TEXCOORD4; float3 v_dir : TEXCOORD5; float3 v_sun : TEXCOORD6; }; float3x3 cotangent_frame(float3 N, float3 P, float2 uv) { float3 dp1 = ddx(P); float3 dp2 = ddy(P); float2 duv1 = ddx(uv); float2 duv2 = ddy(uv); float3 dp2perp = cross(dp2, N); float3 dp1perp = cross(N, dp1); float3 T = dp2perp * duv1.x + dp1perp * duv2.x; float3 B = dp2perp * duv1.y + dp1perp * duv2.y; float invmax = rsqrt(max(dot(T, T), dot(B, B))); return float3x3(T * invmax, B * invmax, N); } float4 sample_shadow(float2 tc, float shadow_width) { float a = smoothstep(0.5 - shadow_width, 0.5, distance(tc, float2(0.5, 0.5))); return float4(0, 0, 0, a); } float4 sample_zoom_switch_shadow(float2 tc, float min_zoom, float max_zoom) { float shift = smoothstep(min_zoom, max_zoom, ogse_c_screen.x); float a = smoothstep(1 - 0.1, 1, distance(tc, float2(0.5 + shift * 3, 0.5))); float b = smoothstep(1 - 0.4, 1, distance(tc, float2(-2.5 + shift * 3, 0.5))); return float4(0, 0, 0, a * b); } float2 project(float2 tc, float2 tangent, float distance, float size) { float2 parallax_tc = tc - tangent * distance; parallax_tc.x = (parallax_tc.x + (size - 1) / 2) / size; parallax_tc.y = (parallax_tc.y + (size - 1) / 2) / size; return parallax_tc; } float4 blur_sample(Texture2D tex, SamplerState samp, float2 uv) { float4 color = float4(0, 0, 0, 0); float blur_amount = 0.006; float dither_amount = 0.006; float2 offsets[9] = { float2(-1, -1), float2(0, -1), float2(1, -1), float2(-1, 0), float2(0, 0), float2(1, 0), float2(-1, 1), float2(0, 1), float2(1, 1) }; float weights[9] = { 1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0, 2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0 }; // Generate a small random offset for dithering float2 dither = float2( (frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453) - 0.5) * dither_amount, (frac(sin(dot(uv, float2(93.9898, 67.345))) * 43758.5453) - 0.5) * dither_amount ); for (int i = 0; i < 9; i++) { color += tex.Sample(samp, uv + offsets[i] * blur_amount + dither) * weights[i]; } return color; } float3 chroma_sample(float2 lens_tc, float2 back_tc, float current_fov, float power) { float3 color_sum = float3(0, 0, 0); float3 weight_sum = float3(0, 0, 0); for(int i = 0; i <= 16; ++i) { float step = i / 16.0; float2 delta = lens_tc - 0.5; float zoom_multiplier = min(1, 0.005 * (180 / current_fov)); delta = sign(delta) * pow(abs(delta), 3.5) * (2 * power + zoom_multiplier); float2 coord = back_tc + (step - 0.5) * delta; float3 weight = float3(step, 1.0 - abs(step + step - 1.0), 1.0 - step); weight = lerp(float3(0.5, 0.5, 0.5), weight, 2.0); float3 color = s_prev_frame.Sample(smp_rtlinear, coord).rgb; color_sum += color * color * weight; weight_sum += weight; } return sqrt(color_sum / weight_sum); } float3 back_image_sample(float2 lens_tc, float2 back_tc, float current_fov, float power, int nvg_blur) { if (nvg_blur && floor(shader_param_8.x) != 0) { return blur_sample(s_prev_frame, smp_rtlinear, back_tc); } return chroma_sample(lens_tc, back_tc, current_fov, power); } float3 apply_nvg(float2 tc, float3 img) { img = BlackandWhite(img); img = Brightness(img, 0.45, 6); img = clamp(img, 0, 1); img = LevelsPass(img); img = Grain2(img, tc); img = Grain1(img, tc); return img; } float3 lcd_effect(int2 hpos) { float pb = 0.4; float3 lcdColor = float3(pb, pb, pb); int px = int(fmod(hpos.x, 3)); if (px == 1) lcdColor.r = 1; else if (px == 2) lcdColor.g = 1; else lcdColor.b = 1; float sclV = 0.25; if (int(fmod(hpos.y, 3)) == 0) lcdColor.rgb = float3(sclV, sclV, sclV); return lcdColor; } float2 fisheye_shift(float2 uv, float progress, float2 center) { uv -= center; float ratio = 1; float pUvX = pow(uv.x * ratio, 2); float pUvY = pow(uv.y, 2); float pSum = pUvX + pUvY; float multiplier = 10 * (1 - progress); float strength = 1 - multiplier * pSum; uv *= strength; uv += center; return uv; } float2 fisheye(float2 tc, float2 tangent) { float FISHEYE_STRENGTH = -0.3; float FISHEYE_PROJECT = 2; float fish_power = 1 + FISHEYE_STRENGTH * length(tangent); float2 fished = fisheye_shift(tc, fish_power, project(float2(0.5, 0.5), tangent, FISHEYE_PROJECT, 1.0)); return fished - tc; } float current_lum() { float lum_min = 0.85; float lum_max = 3; float lum = s_tonemap.Load(int3(0, 0, 0)).x; return clamp(1 - (lum - lum_min) / (lum_max - lum_min), 0, 1); } float4 rgba_blend(float4 b, float4 a) { float na = a.a + b.a * (1 - a.a); float3 nc = na > 0 ? (a.rgb * a.a + b.rgb * b.a * (1 - a.a)) / na : float3(0, 0, 0); return float4(nc, na); } float3 sample_sky(float3 dir) { dir.y = (dir.y - max(cos(dir.x) * 0.65, cos(dir.z) * 0.65)) * 2.1; dir.y -= -0.35; float3 sky0 = s_env0.SampleLevel(smp_base, dir, 0).xyz; float3 sky1 = s_env1.SampleLevel(smp_base, dir, 0).xyz; return lerp(sky0, sky1, L_ambient.w); } float4 sample_specular(float3 pnt, float3 normal, float3 light_direction) { float w = pow(abs(dot(normalize(pnt + light_direction), normal)), 256); return float4(L_sun_color.rgb * w, w); } float4 main(vf I) : SV_Target { float RETICLE_SIZE = s3ds_param_1.x; float EYE_RELIEF = s3ds_param_1.y; float EXIT_PUPIL = s3ds_param_1.z; int FFP = s3ds_param_1.w; float MIN_ZOOM_FOV = m_hud_fov_params.y * 0.75; float MAX_ZOOM_FOV = m_hud_fov_params.x * 0.75; int MIN_ZOOM_1X = s3ds_param_2.z; float ZOOM_FACTOR = s3ds_param_2.w; int IMAGE_TYPE = s3ds_param_3.x; int RETICLE_TYPE = s3ds_param_3.y; float DIRT_INTENSITY = s3ds_param_3.z; float CHROMA_POWER = s3ds_param_3.w; float3 LENS_COLOR = s3ds_param_4.xyz; int NVG_BLUR = s3ds_param_4.w; // ZOOM_FACTOR = 1 => (0, 1); ZOOM_FACTOR = 1.5 => (0.4, 1.1) float IMAGE_PROJECT = 0.8 * ZOOM_FACTOR - 0.8; float IMAGE_SIZE = 0.2 * ZOOM_FACTOR + 0.8; float RETICLE_PROJECT = 10; float SHADOW_WIDTH = 0.15; float3 V = -I.v_pos; float3x3 TBN = cotangent_frame(I.v_nrm, I.v_pos, I.tc0.xy); float3 V_tangent = normalize(float3(dot(V, TBN[0]), dot(V, TBN[1]), dot(V, TBN[2]))); float current_zoom = max(MIN_ZOOM_FOV / ogse_c_screen.x, 1); float zoom_part = max(0, (ogse_c_screen.x - MIN_ZOOM_FOV) / (MAX_ZOOM_FOV - MIN_ZOOM_FOV)); if (MAX_ZOOM_FOV == MIN_ZOOM_FOV) { zoom_part = 0; } if (MIN_ZOOM_1X) { IMAGE_PROJECT *= zoom_part; IMAGE_SIZE = 1 + (IMAGE_SIZE - 1) * zoom_part; } float lum = current_lum(); // Sight reticle float2 reticle_lens_tc = project(I.tc0, V_tangent.xy, RETICLE_PROJECT, RETICLE_SIZE) + fisheye(I.tc0, V_tangent.xy) / current_zoom; float2 reticle_tc = project(I.tc0, V_tangent.xy, RETICLE_PROJECT, RETICLE_SIZE * (FFP || RETICLE_TYPE == RT_GIPERON ? current_zoom : 1)) + fisheye(I.tc0, V_tangent.xy) / current_zoom; float4 mark_texture = float4(0, 0, 0, 0); if (reticle_tc.x >= 0 && reticle_tc.x <= 1 && reticle_tc.y >= 0 && reticle_tc.y <= 1) { mark_texture = s_base.Sample(smp_rtlinear, reticle_tc); } if (RETICLE_TYPE == RT_GIPERON) { float finder = s_base.Sample(smp_rtlinear, reticle_lens_tc).g; float reticle = mark_texture.r; float shift_3x = 0.053; float angle = -PI * (zoom_part + shift_3x) / (1 + shift_3x); float2 tc = reticle_lens_tc - 0.5; tc = float2(tc.x * cos(angle) - tc.y * sin(angle), tc.x * sin(angle) + tc.y * cos(angle)); tc += 0.5; float numbers = s_base.Sample(smp_rtlinear, tc + fisheye(I.tc0, V_tangent.xy)).b; mark_texture = float4(0, 0, 0, max(numbers, max(finder, reticle))); } if (RETICLE_TYPE == RT_ACOG) { float3 black = float3(0, 0, 0); float3 color = float3(1, 0.2, 0.2); float3 text = float3(0.3, 0.3, 0.3); float tritium_lum = 0.2; mark_texture = rgba_blend(rgba_blend(float4(black, mark_texture.r), float4(color * max(tritium_lum, lum * 2), mark_texture.g)), float4(text, mark_texture.b * lum)); } if (RETICLE_TYPE == RT_LED || RETICLE_TYPE == RT_GIPERON) { mark_texture = float4(markswitch_color.rgb, mark_texture.a); } if (RETICLE_TYPE == RT_SPECTER) { float3 black = float3(0, 0, 0); float4 light = float4(0, 0, 0, 0); if (markswitch_current.x == 1) light = float4(markswitch_color.rgb, mark_texture.g); if (markswitch_current.x == 2) light = float4(markswitch_color.rgb, mark_texture.b); mark_texture = rgba_blend(float4(black, mark_texture.r), light); } if (RETICLE_TYPE == RT_LED_MASKED) { float3 black = float3(0, 0, 0); mark_texture = rgba_blend(float4(black, mark_texture.r), float4(markswitch_color.rgb, mark_texture.g)); } // Specter switch shadow float4 zoom_switch_shadow = float4(0, 0, 0, 0); if (RETICLE_TYPE == RT_SPECTER) { zoom_switch_shadow = sample_zoom_switch_shadow(reticle_lens_tc, MIN_ZOOM_FOV, MAX_ZOOM_FOV); } // Sight bound float4 mark_shadow = sample_shadow(reticle_lens_tc, 0.01); float4 mark_shadow_blue = sample_shadow(reticle_lens_tc, CHROMA_POWER / 2); mark_shadow_blue.rgb = float3(0.1, 0.1, 0.65); if (RETICLE_TYPE == RT_SCREEN) { if (reticle_lens_tc.y < 0 || reticle_lens_tc.y > 1 || reticle_lens_tc.x < 0 || reticle_lens_tc.x > 1) mark_shadow = float4(0, 0, 0, 1); else mark_shadow = float4(0, 0, 0, 0); } // Parallax shadow float2 exit_pupil_tc = project(I.tc0, V_tangent.xy, -EYE_RELIEF, EXIT_PUPIL); float4 shadow_texture = sample_shadow(exit_pupil_tc, SHADOW_WIDTH); // LED-illuminated inside walls float4 inside = s_inside.Sample(smp_rtlinear, (reticle_lens_tc - 0.5) * 0.62 + 0.5); inside = float4(markswitch_color.rgb * inside.r, inside.a); if (RETICLE_TYPE == RT_SCREEN || RETICLE_TYPE == RT_SPECTER) { inside = float4(0, 0, 0, 0); } // Dirt texture float4 dirt = s_dirt.Sample(smp_rtlinear, I.tc0); dirt.a *= DIRT_INTENSITY; // Back image float2 screen_tc = I.hpos.xy * screen_res.zw; float zoom = lerp(1, IMAGE_SIZE, m_hud_params.x); float shift = lerp(0, IMAGE_PROJECT, m_hud_params.x); float2 scope_tc = (1.0 / zoom) * (screen_tc.xy - 0.5) + 0.5; V_tangent.x = V_tangent.x / screen_res.x * screen_res.y; scope_tc = scope_tc + V_tangent.xy * shift; if (RETICLE_TYPE == RT_SPECTER) { float smooth_zoom_part = smoothstep(0, 1, zoom_part); if (distance(I.tc0, float2(0.5 + smooth_zoom_part * 3, 0.5)) <= 1) scope_tc.x -= 0.2 * smooth_zoom_part; if (distance(I.tc0, float2(-2.5 + smooth_zoom_part * 3, 0.5)) <= 1) scope_tc.x += 0.2 * (1 - smooth_zoom_part); } float3 back; if (IMAGE_TYPE == IT_THERMAL && markswitch_current.x < 2) { float pixelate = int(current_zoom); scope_tc = (floor(scope_tc * screen_res.xy / (pixelate)) * (pixelate) + 0.5) / screen_res.xy; gbuffer_data gbd = gbuffer_load_data(scope_tc, scope_tc * screen_res.xy, 0); back = infrared(gbd, scope_tc * screen_res.xy, scope_tc); if (markswitch_current.x == 1) { back = 1 - back; } } else { back = back_image_sample(I.tc0, scope_tc, ogse_c_screen.x, CHROMA_POWER, NVG_BLUR); back *= LENS_COLOR; } if (IMAGE_TYPE == IT_THERMAL) { back *= lcd_effect(I.hpos); } if (IMAGE_TYPE == IT_NV && markswitch_current.x == 0) { back = apply_nvg(scope_tc, back); } // Reflections float3 normalmap = float3(I.tc0.xy, 1) * 2 - 1; float3x3 TBNw = cotangent_frame(I.w_nrm, I.w_pos, I.tc0.xy); float3x3 TBNw_inv = transpose(TBNw); float3 lensnormal = normalize(float3(dot(normalmap, TBNw_inv[0]), dot(normalmap, TBNw_inv[1]), dot(normalmap, TBNw_inv[2]))); float3 reflections = sample_sky(reflect(normalize(I.w_pos - eye_position), lensnormal)); float angle_factor = (dot(normalize(I.w_pos - eye_position), normalize(I.w_nrm)) + 1) / 2; reflections *= smoothstep(0, 0.03, angle_factor) * smoothstep(0, 1, lum) * 0.15; reflections *= pow(1 - dirt.a, 10); // Specular light float3x3 TBN_inv = transpose(TBN); float4 specular = sample_specular( normalize(I.v_dir), normalize(float3(dot(normalmap, TBN_inv[0]), dot(normalmap, TBN_inv[1]), dot(normalmap, TBN_inv[2]))), normalize(I.v_sun) ) * 4; specular.w *= L_material.g * smoothstep(-0.001, 0.03, angle_factor); specular.w = min(1, specular.w); specular.w *= pow(1 - dirt.a, 10); // Vignette float4 vignette = float4(0, 0, 0, smoothstep(0.4, 2, 2 * length(I.tc0.xy - float2(0.5, 0.5)))); float3 final_scope = back; if (RETICLE_TYPE != RT_SCREEN) { final_scope = lerp(final_scope, mark_shadow_blue.xyz, mark_shadow_blue.w * BlackandWhite(back)); } final_scope = lerp(final_scope, vignette.xyz, vignette.w); final_scope = lerp(final_scope, mark_shadow.xyz, mark_shadow.w); final_scope = lerp(final_scope, inside.xyz, inside.w); if (RETICLE_TYPE == RT_ADDITIVE) { final_scope += mark_texture.xyz * mark_texture.w; } if (RETICLE_TYPE != RT_SCREEN) { final_scope = lerp(final_scope, shadow_texture.xyz, shadow_texture.w); } if (RETICLE_TYPE != RT_ADDITIVE) { final_scope = lerp(final_scope, mark_texture.xyz, mark_texture.w); } final_scope = lerp(final_scope, zoom_switch_shadow.xyz, zoom_switch_shadow.w); final_scope = max(final_scope, reflections); final_scope += specular.xyz * specular.w; final_scope = lerp(final_scope, dirt.xyz, dirt.w); return float4(final_scope, 1.0); }