110 lines
3.0 KiB
PostScript
110 lines
3.0 KiB
PostScript
/**
|
|
* @ Version: SCREEN SPACE SHADERS - UPDATE 22
|
|
* @ Description: Screen Space Shadows - Direct Light + Far Shadows
|
|
* @ Modified time: 2024-11-15 05:05
|
|
* @ Author: https://www.moddb.com/members/ascii1457
|
|
* @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
|
|
*/
|
|
|
|
#include "screenspace_shadows.h"
|
|
|
|
float4x4 m_current; // Current projection matrix
|
|
float4x4 m_previous; // Previous projection matrix
|
|
|
|
Texture2D sss_image;
|
|
Texture2D s_prev_pos;
|
|
|
|
float4 main(p_screen I) : SV_Target
|
|
{
|
|
|
|
// Sample buffers and prepare all requiered data ------------------
|
|
|
|
// Scale TexCoor
|
|
float2 tc = I.tc0;
|
|
float2 Pos2D = I.hpos;
|
|
|
|
// Sample buffers
|
|
#ifndef USE_MSAA
|
|
float4 Pos = s_position.Sample( smp_nofilter, tc );
|
|
#else
|
|
float4 Pos = s_position.Load( int3( Pos2D, 0 ), 0 );
|
|
#endif
|
|
|
|
// The s_hud_mask is declared on "screenspace_shadows.h"
|
|
float3 HUD_mask = s_hud_mask.Sample(smp_nofilter, tc);
|
|
|
|
// Reconstruct Position, Normal and Material
|
|
float3 P = float3( Pos.z * ( Pos2D * pos_decompression_params.zw - pos_decompression_params.xy ), Pos.z );
|
|
float3 N = gbuf_unpack_normal( Pos.xy );
|
|
float mtl = gbuf_unpack_mtl( Pos.w );
|
|
|
|
// SSS -------------------------------------------------------------
|
|
|
|
// Var to accumulate the SSS ( r ) and disocclusion mask ( g )
|
|
float4 sss = 0.0f;
|
|
|
|
// Direct Light SSS
|
|
sss.r = SSFX_ScreenSpaceShadows(float4(P, mtl), N, tc, HUD_mask.r, 0);
|
|
|
|
// Accumulation ----------------------------------------------------
|
|
|
|
// Position
|
|
float4 P4 = float4(P, 1.0);
|
|
|
|
// Get current
|
|
float4 p_current = mul(m_current, P4);
|
|
|
|
// Get previous
|
|
float4 p_previous = mul(m_previous, P4);
|
|
|
|
float2 current = p_current.xy / p_current.w;
|
|
float2 previous = p_previous.xy / p_previous.w;
|
|
|
|
// Reprojection UV
|
|
float2 uv_rp = current.xy - previous.xy;
|
|
uv_rp = float2(uv_rp.x, -uv_rp.y) * 0.5f;
|
|
|
|
float vel = 0;
|
|
|
|
// HUD Mask
|
|
if (HUD_mask.x <= 0.0f)
|
|
{
|
|
// Use HUD motion vectors for reprojection
|
|
uv_rp = float2(HUD_mask.y, -HUD_mask.z) * 0.5f;
|
|
vel = (abs(uv_rp.x) + abs(uv_rp.y)) * 30.0f;
|
|
}
|
|
|
|
// Prev Position + Reprojection UV
|
|
float4 prev_P = s_prev_pos.Sample( smp_rtlinear, (tc - uv_rp) );
|
|
|
|
// Disocclusion
|
|
float docc = saturate(abs(1.0f - P.z / prev_P.z));
|
|
|
|
// Agressive disocclusion for the HUD elements
|
|
docc *= 1.0f + 10.0f * (1.0f - HUD_mask.x);
|
|
|
|
// Noise
|
|
float2 rnd = hash22(tc * 100 + timers.xx * 100) * 2.0f - 1.0f;
|
|
rnd = rnd * (1.0f / screen_res.xy) * 0.25f;
|
|
|
|
// Previous frame + Reprojection UV + Noise
|
|
float4 prev = sss_image.Sample(smp_rtlinear, (tc + rnd) - uv_rp);
|
|
|
|
// Offscreen check
|
|
float outoffsrc = any((tc - uv_rp) < 0) + any((tc - uv_rp) > 1.0);
|
|
outoffsrc = lerp(outoffsrc, prev.a, 0.95f); // Use previous offscreen samples
|
|
|
|
// 0 Current frame ~ 1 Prev frame
|
|
float2 weight = 0;
|
|
|
|
// SSS weight
|
|
weight.x = saturate(0.97f - (outoffsrc + docc + vel));
|
|
|
|
// OCC weight
|
|
weight.y = saturate(0.60f - (outoffsrc + docc));
|
|
|
|
// Accumulate frames + Disocclusion Mask
|
|
sss.rg = lerp(float2(sss.r, docc), prev.rg, weight.xy);
|
|
|
|
return float4(sss.rg, 1, outoffsrc);
|
|
} |