88 lines
2.9 KiB
GLSL
88 lines
2.9 KiB
GLSL
#include "common.h"
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float4 benders_pos[32];
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float4 benders_setup;
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uniform float3x4 m_xform;
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uniform float3x4 m_xform_v;
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uniform float4 consts; // {1/quant,1/quant,???,???}
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uniform float4 c_scale,c_bias,wind,wave;
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uniform float2 c_sun; // x=*, y=+
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v2p_flat main (v_tree I)
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{
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I.Nh = unpack_D3DCOLOR(I.Nh);
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I.T = unpack_D3DCOLOR(I.T);
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I.B = unpack_D3DCOLOR(I.B);
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v2p_flat o;
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// Transform to world coords
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float3 pos = mul (m_xform, I.P);
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//
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float base = m_xform._24; // take base height from matrix
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float dp = calc_cyclic (wave.w+dot(pos,(float3)wave));
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float H = pos.y - base; // height of vertex (scaled, rotated, etc.)
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float frac = I.tc.z*consts.x; // fractional (or rigidity)
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float inten = H * dp; // intensity
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float2 result = calc_xz_wave (wind.xz*inten, frac);
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#ifdef USE_TREEWAVE
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result = 0;
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#endif
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float4 f_pos = float4(pos.x+result.x, pos.y, pos.z+result.y, 1);
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float2 tc = (I.tc * consts).xy;
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// INTERACTIVE GRASS ( Bushes ) - SSS Update 17.1
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// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
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#if SSFX_INT_GRASS > 0
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for (int b = 0; b < SSFX_INT_GRASS + 1; b++)
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{
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// Direction, Radius & Bending Strength, Distance and Height Limit
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float3 dir = benders_pos[b + 16].xyz;
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float3 rstr = float3(benders_pos[b].w, benders_pos[b + 16].ww); // .x = Radius | .yz = Str
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bool non_dynamic = rstr.x <= 0 ? true : false;
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float dist = distance(f_pos.xz, benders_pos[b].xz);
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float height_limit = 1.0f - saturate(abs(pos.y - benders_pos[b].y) / ( non_dynamic ? 2.0f : rstr.x ));
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height_limit *= (1.0f - tc.y); // Bushes uses UV Coor instead of H to limit displacement
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// Adjustments ( Fix Radius or Dynamic Radius )
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rstr.x = non_dynamic ? benders_setup.x : rstr.x;
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rstr.yz *= non_dynamic ? benders_setup.yz : 1.0f;
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// Strength through distance and bending direction.
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float bend = 1.0f - saturate(dist / (rstr.x + 0.001f));
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float3 bend_dir = normalize(f_pos.xyz - benders_pos[b].xyz) * bend;
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float3 dir_limit = dir.y >= -1 ? saturate(dot(bend_dir.xyz, dir.xyz) * 5.0f) : 1.0f; // Limit if nedeed
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// Apply direction limit
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bend_dir.xz *= dir_limit.xz;
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// Apply vertex displacement
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f_pos.xz += bend_dir.xz * 2.25f * rstr.yy * height_limit; // Horizontal
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f_pos.y -= bend * 0.67f * rstr.z * height_limit * dir_limit.y; // Vertical
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}
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#endif
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// Final xform(s)
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// Final xform
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float3 Pe = mul (m_V, f_pos );
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float hemi = I.Nh.w*c_scale.w + c_bias.w;
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//float hemi = I.Nh.w;
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o.hpos = mul (m_VP, f_pos );
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o.N = normalize(mul((float3x3)m_xform_v, I.P.xyz));
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o.tcdh = float4 (tc.xyyy );
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o.position = float4 (Pe, hemi );
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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float suno = I.Nh.w * c_sun.x + c_sun.y ;
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o.tcdh.w = suno; // (,,,dir-occlusion)
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#endif
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#ifdef USE_TDETAIL
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o.tcdbump = o.tcdh*dt_params; // dt tc
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#endif
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return o;
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}
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FXVS; |