Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/deffer_base_hud_flat.ps

70 lines
1.7 KiB
PostScript

#include "common.h"
#include "sload.h"
#include "screenspace_hud_raindrops.h"
f_deffer main( p_flat I )
{
f_deffer O;
// HUD Rain drops - SSS Update 17
// https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/
float4 drops = 0; // xy = Normal | z = Overall str | w = reflection str
if (ssfx_hud_drops_1.y > 0)
{
// Calc droplets
drops.xyz = ssfx_hud_raindrops(s_hud_rain, I.RDrops.xyz, 1.0f);
// Only apply to facing up surfaces [ World Y+ ]
drops.xyz *= saturate(I.RDrops.w);
// Intensity from script ( Cover + Rain intensity )
drops.xyz *= ssfx_hud_drops_1.y;
// Refraction
I.tcdh.xy = saturate(I.tcdh.xy + drops.xy * ssfx_hud_drops_1.w * 0.1f);
// Reflection adjustments
drops.w = ssfx_hud_drops_1.z * dot(L_hemi_color, SSFX_HUD_LIGHTVECTOR);
drops.w = max(drops.w * 0.1f, 3.0f);
}
float gloss = drops.z * ssfx_hud_drops_2.w * 0.25f;
// diffuse
float3 D = tbase (I.tcdh); // IN: rgb.a
#ifdef USE_TDETAIL
// D.rgb = 2*D.rgb*tex2D (s_detail, I.tcdbump).rgb;
D.rgb = 2*D.rgb * s_detail.Sample( smp_base, I.tcdbump ).rgb;
#endif
// hemi,sun,material
float ms = xmaterial ;
#ifdef USE_LM_HEMI
// float4 lm = tex2D( s_hemi, I.lmh );
float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh );
// float h = dot( lm.rgb, 1.h/3.h );
float h = get_hemi(lm);
# ifdef USE_R2_STATIC_SUN
// ms = lm.w ;
ms = get_sun(lm);
# endif
#else
float h = I.position.w ;
# ifdef USE_R2_STATIC_SUN
ms = I.tcdh.w ;
# endif
#endif
// 2. Standart output
float4 Ne = float4( normalize((float3)I.N.xyz + float3(drops.xy * drops.w, 0.0f)), h );
O = pack_gbuffer(
Ne,
float4( I.position.xyz + Ne.xyz*def_virtualh/2.h, ms ),
float4( D.rgb, gloss ) ); // OUT: rgb.gloss
return O;
}