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301 lines
12 KiB
HLSL
301 lines
12 KiB
HLSL
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#include "Clouds.hlsli"
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Texture2D<float4> DensitySampler : register(t0);
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Texture2D<float4> NormalSampler : register(t1);
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Texture2D<float4> DetailDensitySampler : register(t2);
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Texture2D<float4> DetailNormalSampler : register(t3);
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Texture2D<float4> DetailDensity2Sampler : register(t4);
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Texture2D<float4> DetailNormal2Sampler : register(t5);
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Texture2D<float4> DepthMapTexSampler : register(t6);
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SamplerState TextureSS : register(s0);
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cbuffer PSSceneVars : register(b1)
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{
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float4 LightDirection;
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uint EnableHDR;
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uint Pad0;
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uint Pad1;
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uint Pad2;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION; // 0 xyzw 0 POS float xyzw
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float4 o0 : TEXCOORD0; // 0 xyzw 0 NONE float
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float4 o1 : TEXCOORD1; // 1 xyzw 1 NONE float xyzw
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float4 o2 : TEXCOORD2; // 2 xyzw 2 NONE float xyzw
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float4 o3 : TEXCOORD3; // 3 xyzw 3 NONE float xyzw
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float2 o4 : TEXCOORD4; // 4 xy 4 NONE float xy
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float4 o5 : TEXCOORD5; // 5 xyzw 5 NONE float xyzw
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float4 o6 : TEXCOORD6; // 6 xyzw 6 NONE float xy w
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float4 o7 : TEXCOORD7; // 7 xyzw 7 NONE float xyzw
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float3 o8 : TEXCOORD8; // 8 xyz 8 NONE float xyz
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float4 o9 : TEXCOORD9; // 9 xyzw 9 NONE float xyzw
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};
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float4 main(VS_OUTPUT input) : SV_TARGET
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{
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float2 texc = input.o4;
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float4 d = DensitySampler.Sample(TextureSS, texc);
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float4 n = NormalSampler.Sample(TextureSS, texc);
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float dv = saturate((1.0 - d.g) * input.o1.w);
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float3 dc = gSunColor;
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return float4(dc, saturate(dv));
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}
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/*
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//clouds_animsoft.fxc_PSCloudsVertScatterPiercing_AnimSoft
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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//
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// Buffer Definitions:
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//
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// cbuffer misc_globals
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// {
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//
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// float4 globalFade; // Offset: 0 Size: 16 [unused]
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// float globalHeightScale; // Offset: 16 Size: 4 [unused]
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// float4 g_Rage_Tessellation_CameraPosition;// Offset: 32 Size: 16 [unused]
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// float4 g_Rage_Tessellation_CameraZAxis;// Offset: 48 Size: 16 [unused]
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// float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset: 64 Size: 16 [unused]
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// float4 g_Rage_Tessellation_LinearScale;// Offset: 80 Size: 16 [unused]
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// float4 g_Rage_Tessellation_Frustum[4];// Offset: 96 Size: 64 [unused]
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// float4 g_Rage_Tessellation_Epsilons;// Offset: 160 Size: 16 [unused]
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// float4 globalScalars; // Offset: 176 Size: 16 [unused]
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// float4 globalScalars2; // Offset: 192 Size: 16 [unused]
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// float4 globalScalars3; // Offset: 208 Size: 16
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// float4 globalScreenSize; // Offset: 224 Size: 16 [unused]
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// uint4 gTargetAAParams; // Offset: 240 Size: 16 [unused]
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// float4 colorize; // Offset: 256 Size: 16 [unused]
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// float4 gGlobalParticleShadowBias; // Offset: 272 Size: 16 [unused]
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// float gGlobalParticleDofAlphaScale;// Offset: 288 Size: 4 [unused]
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// float gGlobalFogIntensity; // Offset: 292 Size: 4 [unused]
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// float4 gPlayerLFootPos; // Offset: 304 Size: 16 [unused]
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// float4 gPlayerRFootPos; // Offset: 320 Size: 16 [unused]
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//
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// }
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//
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// cbuffer clouds_locals
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// {
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//
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// float3 gSkyColor; // Offset: 0 Size: 12
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// float3 gEastMinusWestColor; // Offset: 16 Size: 12
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// float3 gWestColor; // Offset: 32 Size: 12
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// float3 gSunDirection; // Offset: 48 Size: 12
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// float3 gSunColor; // Offset: 64 Size: 12
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// float3 gCloudColor; // Offset: 80 Size: 12
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// float3 gAmbientColor; // Offset: 96 Size: 12
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// float3 gBounceColor; // Offset: 112 Size: 12
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// float4 gDensityShiftScale; // Offset: 128 Size: 16
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// float4 gScatterG_GSquared_PhaseMult_Scale;// Offset: 144 Size: 16 [unused]
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// float4 gPiercingLightPower_Strength_NormalStrength_Thickness;// Offset: 160 Size: 16
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// float3 gScaleDiffuseFillAmbient; // Offset: 176 Size: 12
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// float3 gWrapLighting_MSAARef; // Offset: 192 Size: 12
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// float4 gNearFarQMult; // Offset: 208 Size: 16
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// float3 gAnimCombine; // Offset: 224 Size: 12
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// float3 gAnimSculpt; // Offset: 240 Size: 12
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// float3 gAnimBlendWeights; // Offset: 256 Size: 12
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// float4 gUVOffset[2]; // Offset: 272 Size: 32 [unused]
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// row_major float4x4 gCloudViewProj; // Offset: 304 Size: 64 [unused]
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// float4 gCameraPos; // Offset: 368 Size: 16 [unused]
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// float2 gUVOffset1; // Offset: 384 Size: 8 [unused]
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// float2 gUVOffset2; // Offset: 392 Size: 8 [unused]
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// float2 gUVOffset3; // Offset: 400 Size: 8 [unused]
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// float2 gRescaleUV1; // Offset: 408 Size: 8 [unused]
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// float2 gRescaleUV2; // Offset: 416 Size: 8 [unused]
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// float2 gRescaleUV3; // Offset: 424 Size: 8 [unused]
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// float gSoftParticleRange; // Offset: 432 Size: 4
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// float gEnvMapAlphaScale; // Offset: 436 Size: 4 [unused]
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// float2 cloudLayerAnimScale1; // Offset: 440 Size: 8 [unused]
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// float2 cloudLayerAnimScale2; // Offset: 448 Size: 8 [unused]
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// float2 cloudLayerAnimScale3; // Offset: 456 Size: 8 [unused]
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//
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// }
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//
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//
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// Resource Bindings:
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//
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// Name Type Format Dim HLSL Bind Count
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// ------------------------------ ---------- ------- ----------- -------------- ------
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// DensitySampler sampler NA NA s2 1
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// NormalSampler sampler NA NA s3 1
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// DetailDensitySampler sampler NA NA s4 1
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// DetailNormalSampler sampler NA NA s5 1
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// DetailDensity2Sampler sampler NA NA s6 1
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// DetailNormal2Sampler sampler NA NA s7 1
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// DepthMapTexSampler sampler NA NA s10 1
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// DensitySampler texture float4 2d t2 1
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// NormalSampler texture float4 2d t3 1
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// DetailDensitySampler texture float4 2d t4 1
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// DetailNormalSampler texture float4 2d t5 1
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// DetailDensity2Sampler texture float4 2d t6 1
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// DetailNormal2Sampler texture float4 2d t7 1
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// DepthMapTexSampler texture float4 2d t10 1
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// misc_globals cbuffer NA NA cb2 1
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// clouds_locals cbuffer NA NA cb12 1
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//
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//
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//
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// Input signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// TEXCOORD 0 xyzw 0 NONE float
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// TEXCOORD 1 xyzw 1 NONE float xyzw
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// TEXCOORD 2 xyzw 2 NONE float xyzw
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// TEXCOORD 3 xyzw 3 NONE float xyzw
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// TEXCOORD 4 xy 4 NONE float xy
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// TEXCOORD 5 xyzw 5 NONE float xyzw
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// TEXCOORD 6 xyzw 6 NONE float xy w
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// TEXCOORD 7 xyzw 7 NONE float xyzw
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// TEXCOORD 8 xyz 8 NONE float xyz
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// TEXCOORD 9 xyzw 9 NONE float xyzw
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// SV_Position 0 xyzw 10 POS float
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// SV_ClipDistance 0 xyzw 11 CLIPDST float
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//
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//
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// Output signature:
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//
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// Name Index Mask Register SysValue Format Used
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// -------------------- ----- ------ -------- -------- ------- ------
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// SV_Target 0 xyzw 0 TARGET float xyzw
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//
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ps_4_0
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dcl_constantbuffer CB2[14], immediateIndexed
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dcl_constantbuffer CB12[28], immediateIndexed
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dcl_sampler s2, mode_default
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dcl_sampler s3, mode_default
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dcl_sampler s4, mode_default
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dcl_sampler s5, mode_default
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dcl_sampler s6, mode_default
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dcl_sampler s7, mode_default
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dcl_sampler s10, mode_default
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dcl_resource_texture2d (float,float,float,float) t2
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dcl_resource_texture2d (float,float,float,float) t3
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dcl_resource_texture2d (float,float,float,float) t4
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dcl_resource_texture2d (float,float,float,float) t5
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dcl_resource_texture2d (float,float,float,float) t6
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dcl_resource_texture2d (float,float,float,float) t7
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dcl_resource_texture2d (float,float,float,float) t10
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dcl_input_ps linear v1.xyzw
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dcl_input_ps linear v2.xyzw
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dcl_input_ps linear v3.xyzw
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dcl_input_ps linear v4.xy
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dcl_input_ps linear v5.xyzw
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dcl_input_ps linear v6.xyw
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dcl_input_ps linear v7.xyzw
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dcl_input_ps linear v8.xyz
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dcl_input_ps linear v9.xyzw
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dcl_output o0.xyzw
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dcl_temps 5
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sample r0.xyzw, v5.zwzz, t7.xyzw, s7
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mad r0.xy, r0.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
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dp2 r0.w, r0.xyxx, r0.xyxx
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add r0.w, -r0.w, l(1.000000)
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max r0.w, r0.w, l(0.000000)
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sqrt r0.z, r0.w
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sample r1.xyzw, v4.xyxx, t3.xyzw, s3
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mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
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dp2 r0.w, r1.xyxx, r1.xyxx
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add r0.w, -r0.w, l(1.000000)
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max r0.w, r0.w, l(0.000000)
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sqrt r1.z, r0.w
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sample r2.xyzw, v5.xyxx, t5.xyzw, s5
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mad r2.xy, r2.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
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dp2 r0.w, r2.xyxx, r2.xyxx
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add r0.w, -r0.w, l(1.000000)
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max r0.w, r0.w, l(0.000000)
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sqrt r2.z, r0.w
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sample r3.xyzw, v4.xyxx, t2.yxzw, s2
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sample r4.xyzw, v5.xyxx, t4.xyzw, s4
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mov r3.y, r4.y
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sample r4.xyzw, v5.zwzz, t6.xyzw, s6
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mov r3.z, r4.y
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mad r3.xyz, -r3.xyzx, r3.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
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mul r3.xyz, r3.xyzx, cb12[16].xyzx
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mul r4.xyz, r3.xyzx, cb12[14].xyzx
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mul r2.xyz, r2.xyzx, r4.yyyy
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mad r1.xyz, r1.xyzx, r4.xxxx, r2.xyzx
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mad r0.xyz, r0.xyzx, r4.zzzz, r1.xyzx
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dp3 r0.w, r0.xyzx, r0.xyzx
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rsq r0.w, r0.w
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mul r0.xyz, r0.wwww, r0.xyzx
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mul r1.xyz, r0.yyyy, v3.xyzx
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mad r0.xyw, r0.xxxx, v2.xyxz, r1.xyxz
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mad r0.xyz, r0.zzzz, v1.xyzx, r0.xywx
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mad_sat r1.xyz, r0.xzzx, l(0.500000, -0.800000, 0.571429, 0.000000), l(0.500000, 0.200000, 0.428571, 0.000000)
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mad r2.xyz, r1.xxxx, cb12[1].xyzx, cb12[2].xyzx
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mad r1.xyw, cb12[7].xyxz, r1.yyyy, r2.xyxz
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mad r1.xyz, cb12[0].xyzx, r1.zzzz, r1.xywx
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dp3 r0.w, r0.xyzx, cb12[3].xyzx
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dp3_sat r0.x, r0.xyzx, v7.xyzx
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mul r0.x, r0.x, cb12[10].z
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mad_sat r0.y, r0.w, cb12[12].x, cb12[12].y
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mul r0.yzw, r0.yyyy, cb12[4].xxyz
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mul r0.yzw, r0.yyzw, cb12[11].xxxx
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mad r0.yzw, cb12[11].yyyy, r1.xxyz, r0.yyzw
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mad r0.yzw, cb12[6].xxyz, cb12[11].zzzz, r0.yyzw
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mad r1.x, r3.x, cb12[15].x, v3.w
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mad r1.x, r3.y, cb12[15].y, r1.x
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mad r1.x, r3.z, cb12[15].z, r1.x
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max r1.y, r4.z, r4.y
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max r1.y, r1.y, r4.x
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mul r1.z, r1.y, v2.w
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mad r1.y, -v2.w, r1.y, l(1.000000)
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mad r1.x, -r1.y, r1.x, r1.z
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add r1.x, r1.x, -cb12[8].x
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mul_sat r1.x, r1.x, cb12[8].y
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add r1.y, -r1.x, l(1.000000)
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mul r1.x, r1.x, v1.w
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add r1.z, -cb12[10].w, l(1.000000)
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mad_sat r1.y, r1.y, cb12[10].w, r1.z
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mul r2.xyz, r1.yyyy, v8.xyzx
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mad r0.yzw, cb12[5].xxyz, r0.yyzw, r2.xxyz
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mul r1.z, r0.x, v7.w
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mad r0.x, -r0.x, v7.w, v7.w
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mad r0.x, v7.w, r0.x, r1.z
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mul r0.x, r1.y, r0.x
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mul r1.yzw, r0.xxxx, cb12[4].xxyz
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mad r0.xyz, r1.yzwy, cb12[10].yyyy, r0.yzwy
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mad r0.xyz, r0.xyzx, v9.wwww, v9.xyzx
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mul o0.xyz, r0.xyzx, cb2[13].zzzz
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div r0.xy, v6.xyxx, v6.wwww
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sample r0.xyzw, r0.xyxx, t10.xyzw, s10
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add r0.x, -r0.x, l(1.000000)
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add r0.y, r0.x, -cb12[13].z
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ge r0.x, r0.x, l(1.000000)
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div r0.y, cb12[13].w, r0.y
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add r0.y, r0.y, -v6.w
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movc r0.x, r0.x, cb12[27].x, r0.y
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div_sat r0.x, r0.x, cb12[27].x
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mul o0.w, r0.x, r1.x
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ret
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// Approximately 82 instruction slots used
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*/
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