62 lines
1.4 KiB
PostScript
62 lines
1.4 KiB
PostScript
/**
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* @ Version: SCREEN SPACE SHADERS - UPDATE 20
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* @ Description: Terrain Shader - MID
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* @ Modified time: 2024-02-27 23:31
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* @ Author: https://www.moddb.com/members/ascii1457
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* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
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*/
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#include "common.h"
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Texture2D s_lod_texture;
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static float2 terrain_lod_offset[4] = {
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float2(0.15f, 0.15f),
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float2(0.65f, 0.15f),
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float2(0.15f, 0.65f),
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float2(0.65f, 0.65f)
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};
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f_deffer main( p_flat I )
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{
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f_deffer O;
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// diffuse
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float4 D = s_base.Sample( smp_base, I.tcdh);
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float3 N = I.N.xyz;
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float4 mask= s_mask.Sample( smp_base, I.tcdh );
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float mag = dot( mask, 1 );
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mask= mask / mag;
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float2 lod_uv = 0, p_lod_uv = 0;
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float factor = 0.0f;
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float2 tc = (frac( I.tcdh * 100 ) * 0.35f);
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for (int a = 0; a <= 3; a++)
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{
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if (mask[a] > factor)
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{
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p_lod_uv = lod_uv;
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lod_uv = terrain_lod_offset[a] + tc;
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factor = mask[a];
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}
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}
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// Texture - TODO: Use partial derivative?
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float3 lod_texture = s_lod_texture.Sample(smp_base, lod_uv).rgb * factor;
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lod_texture += s_lod_texture.Sample(smp_linear, p_lod_uv).rgb * (1.0 - factor);
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D.rgb = lerp( 2 * D.rgb * lod_texture, D.rgb, saturate(-2.4f + length(I.position) * 0.013f));
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float4 Ne = float4(normalize(N), D.w);
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// Standart output
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O = pack_gbuffer( Ne,
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float4( I.position.xyz + Ne.xyz * def_virtualh / 2.h, 0.95f ), // Pos & MatID
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float4( D.rgb, 0.001f)); // RGB & Gloss
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return O;
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}
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