#include "Skydome.hlsli" Texture2D Starmap : register(t0); SamplerState TextureSS : register(s0); cbuffer PSSceneVars : register(b1) { float4 LightDirection; uint EnableHDR; uint Pad0; uint Pad1; uint Pad2; } struct VS_OUTPUT { float4 Position : SV_POSITION; // 0 xyzw 0 POS float xyzw float4 o1 : TEXCOORD0; // 0 xyzw 1 NONE float xyzw float4 o2 : TEXCOORD1; // 1 xyzw 2 NONE float xyzw float4 o3 : TEXCOORD2; // 2 xyzw 3 NONE float xyzw float4 o4 : TEXCOORD3; // 3 xyzw 4 NONE float xyzw float4 o5 : TEXCOORD4; // 4 xyzw 5 NONE float xyzw float2 o6 : TEXCOORD5; // 5 xy 6 NONE float xy float4 o7 : TEXCOORD6; // 6 xyzw 7 NONE float xyzw }; float4 main(VS_OUTPUT input) : SV_TARGET { //return float4(1,0,0,1); float4 sf = Starmap.Sample(TextureSS, input.o6); sf.rgb = saturate(sf.rgb*2.0 - 0.1); float3 skybase = input.o3.rgb; if (EnableHDR == 0) { sf.rgb *= max(starfieldIntensity, 1.25); if (hdrIntensity != 0.0) { sf.rgb *= saturate(1.0f / (hdrIntensity*25.0f));//fake hiding stars when no HDR } } else { sf.rgb *= starfieldIntensity; } //float4 zen = zenithColor * hdrIntensity; //sf.rgb += zen.rgb; //sf.rgb += input.o3.rgb * hdrIntensity; float4 o2 = input.o2; float4 r0, r1, r2, r3, r4; float poslen = length(o2); //4d length... r2.xyz = o2.xyz / poslen; //normalized r4.x = dot(r2.xyz, -sunDirection.xyz); //dp3 r4.x, r2.xyzx, -sunDirection.xyzx ///return float4(r4.xxx, 1); //r4.y = dot(r2.xyz, -moonDirection.xyz); //dp3 r4.y, r2.xyzx, moonDirection.xyzx;//.yzwy r0.z = r4.x*-sunConstants.x +sunConstants.y; //mad r0.z, -sunConstants.x, r4.x, sunConstants.y //mie phase, scatter r0.z = log(abs(r0.z)); //log r0.z, |r0.z| r0.z = r0.z * 1.5; //mul r0.z, r0.z, l(1.500000) r0.z = exp(r0.z); //exp r0.z, r0.z r0.w = r4.x*r4.x + 1.0; //mad r0.w, r4.x, r4.x, l(1.000000) r4.x = saturate(-r4.x); //mov_sat r4.x, -r4.x //r2.xy = 1.0 - r4.xy; //add r2.xy, -r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000) r0.z = r0.w / r0.z; //div r0.z, r0.w, r0.z r0.w = r0.z*sunConstants.z; //mul r0.w, r0.z, sunConstants.z //mie range? r0.z = saturate(1.0 - r0.w); //mad_sat r0.z, -r0.z, sunConstants.z, l(1.000000) r0.w = saturate(r0.w); //mov_sat r0.w, r0.w r4.xyz = r0.w*sunColorHdr.xyz; //mul r4.xyz, r0.wwww, sunColorHdr.xyzx r4.xyz = r4.xyz*sunConstants.w; //mul r4.xyz, r4.xyzx, sunConstants.wwww //scatter intensity? r4.xyz = skybase*r0.z + r4.xyz; //mad r4.xyz, v3.xyzx, r0.zzzz, r4.xyzx sf.rgb += r4.xyz; if (EnableHDR == 0) { sf = saturate(sf); } else { sf.a = saturate(sf.a); } return sf; //float f = frac(tc.x); //return (f < 0.5) ? float4(1, 0, 1, 1) : sf; } /* sky normal all PS: ps_4_0 dcl_constantbuffer CB2[14], immediateIndexed dcl_constantbuffer CB12[28], immediateIndexed dcl_sampler s3, mode_default dcl_sampler s4, mode_default dcl_sampler s5, mode_default dcl_sampler s6, mode_default dcl_resource_texture2d (float,float,float,float) t3 perlinSampler dcl_resource_texture2d (float,float,float,float) t4 highDetailSampler dcl_resource_texture2d (float,float,float,float) t5 starFieldSampler dcl_resource_texture2d (float,float,float,float) t6 ditherSampler dcl_input_ps linear v1.xyzw dcl_input_ps linear v2.xyzw dcl_input_ps linear v3.xyz dcl_input_ps linear v4.xyzw dcl_input_ps linear v5.xyzw dcl_input_ps linear v6.xy dcl_input_ps linear v7.xyzw dcl_output o0.xyzw dcl_temps 6 sample r0.xyzw, v4.xyxx, highDetailSampler.xyzw, s4 add r0.x, r0.x, l(-0.500000) mul r0.x, r0.x, cloudDetailConstants.x sample r1.xyzw, v5.zwzz, highDetailSampler.xyzw, s4 add r0.z, r1.x, l(-0.500000) mul r0.y, r0.z, smallCloudConstants.y sample r1.xyzw, v4.zwzz, highDetailSampler.xyzw, s4 add r1.x, r1.x, l(-0.500000) mul r0.z, r1.x, cloudConstants2.z sample r2.xyzw, v1.zwzz, perlinSampler.xyzw, s3 mad r0.z, r0.z, cloudDetailConstants.z, r2.x mul r0.z, r0.z, cloudConstants1.x sample r3.xyzw, v1.xyxx, perlinSampler.xyzw, s3 mul r0.z, r0.z, r3.x mad_sat r0.w, -r0.z, l(2.000000), l(1.000000) mul r0.xy, r0.wwww, r0.xyxx mul r0.xy, r3.zzzz, r0.xyxx mov r4.x, cloudDetailConstants.z mov r4.y, smallCloudConstants.y add r1.y, -r3.z, l(1.000000) mad r0.xy, r1.xyxx, r4.xyxx, r0.xyxx add r0.w, r0.x, r2.y mad r1.xyz, r0.wwww, cloudShadowMinusBaseColourTimesShadowStrength.xyzx, cloudBaseMinusMidColour.xyzx mad r1.xyz, r0.zzzz, r1.xyzx, cloudMidColour.xyzx mov r3.y, l(0) add r0.xy, r0.xyxx, r3.xyxx mul r2.x, r0.x, cloudConstants1.y mul r2.y, r0.y, smallCloudConstants.z add_sat r0.x, -r0.x, l(1.000000) mov r3.y, -smallCloudConstants.w mov r3.xz, -cloudConstants1.zzwz add_sat r0.yz, r2.xxyx, r3.xxyx mul r0.yz, r0.yyzy, r0.yyzy dp4 r0.w, v2.xyzw, v2.xyzw rsq r0.w, r0.w mul r2.xyz, r0.wwww, v2.xyzx mad_sat r0.w, r2.z, l(5.000000), r3.z mul r3.xy, r0.wwww, r0.yzyy mad r0.y, -r0.y, r0.w, l(1.000000) mul r0.y, r0.y, r3.y mad r0.y, r0.y, l(0.300000), r3.x dp3 r4.x, r2.xyzx, -sunDirection.xyzx dp3 r4.y, r2.xyzx, moonDirection.xyzx;//.yzwy mad r0.z, -sunConstants.x, r4.x, sunConstants.y log r0.z, |r0.z| mul r0.z, r0.z, l(1.500000) exp r0.z, r0.z mad r0.w, r4.x, r4.x, l(1.000000) mov_sat r4.x, -r4.x add r2.xy, -r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000) div r0.z, r0.w, r0.z mul r0.w, r0.z, sunConstants.z mad_sat r0.z, -r0.z, sunConstants.z, l(1.000000) mov_sat r0.w, r0.w mul r4.xyz, r0.wwww, sunColorHdr.xyzx mul r4.xyz, r4.xyzx, sunConstants.wwww mad r4.xyz, v3.xyzx, r0.zzzz, r4.xyzx add r5.xyz, -r4.xyzx, smallCloudColorHdr.xyzx mad r4.xyz, r3.yyyy, r5.xyzx, r4.xyzx mad r1.xyz, r1.xyzx, cloudConstants2.wwww, -r4.xyzx mad r1.xyz, r3.xxxx, r1.xyzx, r4.xyzx add r0.z, r3.y, r3.x add_sat o0.w, -r0.z, v2.w div r0.zw, r2.xxxy, effectsConstants.xxxz ge r1.w, r2.y, l(0.000545) and r1.w, r1.w, l(0x3f800000) mul_sat r0.zw, r0.zzzw, l(0.000000, 0.000000, 100.000000, 100.000000) add r0.zw, -r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000) mul r0.zw, r0.yyyy, r0.zzzw add r0.y, -r0.y, l(1.000000) mul r0.xz, r0.xxxx, r0.zzwz mul r0.xz, r0.xxzx, r0.xxzx mul r0.xz, r0.xxzx, r0.xxzx mad r0.w, lunarCycle.y, l(0.500000), l(0.500000) mul r0.w, r0.w, effectsConstants.w mul r0.z, r0.w, r0.z mul r0.x, r0.x, effectsConstants.y mul r2.xyz, r0.zzzz, moonColor.xyzx mad r0.xzw, sunColor.yyzw, r0.xxxx, r2.xxyz add r0.xzw, r0.xxzw, r1.xxyz sample r2.xyzw, v6.xyxx, starFieldSampler.xyzw, s5 mad_sat r1.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.100000, -0.100000, -0.100000, 0.000000) mul r1.xyz, r1.xyzx, starfieldIntensity.xxxx mul r1.xyz, r1.wwww, r1.xyzx mad r0.xyz, r1.xyzx, r0.yyyy, r0.xzwx add r1.xyz, -r0.xyzx, v7.xyzx mad r0.xyz, v7.wwww, r1.xyzx, r0.xyzx sample r1.xyzw, v5.xyxx, ditherSampler.xyzw, s6 add r0.w, r1.x, l(-0.500000) mad r0.xyz, r0.wwww, l(0.000100, 0.000100, 0.000100, 0.000000), r0.xyzx mul o0.xyz, r0.xyzx, globalScalars3.zzzz ret // Approximately 92 instruction slots used // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // // Buffer Definitions: // // cbuffer misc_globals // { // // float4 globalFade; // Offset: 0 Size: 16 [unused] // float globalHeightScale; // Offset: 16 Size: 4 [unused] // float4 g_Rage_Tessellation_CameraPosition;// Offset: 32 Size: 16 [unused] // float4 g_Rage_Tessellation_CameraZAxis;// Offset: 48 Size: 16 [unused] // float4 g_Rage_Tessellation_ScreenSpaceErrorParams;// Offset: 64 Size: 16 [unused] // float4 g_Rage_Tessellation_LinearScale;// Offset: 80 Size: 16 [unused] // float4 g_Rage_Tessellation_Frustum[4];// Offset: 96 Size: 64 [unused] // float4 g_Rage_Tessellation_Epsilons;// Offset: 160 Size: 16 [unused] // float4 globalScalars; // Offset: 176 Size: 16 [unused] // float4 globalScalars2; // Offset: 192 Size: 16 [unused] // float4 globalScalars3; // Offset: 208 Size: 16 // float4 globalScreenSize; // Offset: 224 Size: 16 [unused] // uint4 gTargetAAParams; // Offset: 240 Size: 16 [unused] // float4 colorize; // Offset: 256 Size: 16 [unused] // float4 gGlobalParticleShadowBias; // Offset: 272 Size: 16 [unused] // float gGlobalParticleDofAlphaScale;// Offset: 288 Size: 4 [unused] // float gGlobalFogIntensity; // Offset: 292 Size: 4 [unused] // float4 gPlayerLFootPos; // Offset: 304 Size: 16 [unused] // float4 gPlayerRFootPos; // Offset: 320 Size: 16 [unused] // // } // // cbuffer sky_system_locals // { // // float3 azimuthEastColor; // Offset: 0 Size: 12 [unused] // float3 azimuthWestColor; // Offset: 16 Size: 12 [unused] // float3 azimuthTransitionColor; // Offset: 32 Size: 12 [unused] // float azimuthTransitionPosition; // Offset: 44 Size: 4 [unused] // float3 zenithColor; // Offset: 48 Size: 12 [unused] // float3 zenithTransitionColor; // Offset: 64 Size: 12 [unused] // float4 zenithConstants; // Offset: 80 Size: 16 [unused] // float4 skyPlaneColor; // Offset: 96 Size: 16 [unused] // float4 skyPlaneParams; // Offset: 112 Size: 16 [unused] // float hdrIntensity; // Offset: 128 Size: 4 [unused] // float3 sunColor; // Offset: 132 Size: 12 // float3 sunColorHdr; // Offset: 144 Size: 12 // float3 sunDiscColorHdr; // Offset: 160 Size: 12 [unused] // float4 sunConstants; // Offset: 176 Size: 16 // float3 sunDirection; // Offset: 192 Size: 12 // float3 sunPosition; // Offset: 208 Size: 12 [unused] // float3 cloudBaseMinusMidColour; // Offset: 224 Size: 12 // float3 cloudMidColour; // Offset: 240 Size: 12 // float3 cloudShadowMinusBaseColourTimesShadowStrength;// Offset: 256 Size: 12 // float4 cloudDetailConstants; // Offset: 272 Size: 16 // float4 cloudConstants1; // Offset: 288 Size: 16 // float4 cloudConstants2; // Offset: 304 Size: 16 // float4 smallCloudConstants; // Offset: 320 Size: 16 // float3 smallCloudColorHdr; // Offset: 336 Size: 12 // float4 effectsConstants; // Offset: 352 Size: 16 // float horizonLevel; // Offset: 368 Size: 4 [unused] // float3 speedConstants; // Offset: 372 Size: 12 [unused] // float starfieldIntensity; // Offset: 384 Size: 4 // float3 moonDirection; // Offset: 388 Size: 12 // float3 moonPosition; // Offset: 400 Size: 12 [unused] // float moonIntensity; // Offset: 412 Size: 4 [unused] // float3 lunarCycle; // Offset: 416 Size: 12 // float3 moonColor; // Offset: 432 Size: 12 // float noiseFrequency; // Offset: 444 Size: 4 [unused] // float noiseScale; // Offset: 448 Size: 4 [unused] // float noiseThreshold; // Offset: 452 Size: 4 [unused] // float noiseSoftness; // Offset: 456 Size: 4 [unused] // float noiseDensityOffset; // Offset: 460 Size: 4 [unused] // float2 noisePhase; // Offset: 464 Size: 8 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // perlinSampler sampler NA NA s3 1 // highDetailSampler sampler NA NA s4 1 // starFieldSampler sampler NA NA s5 1 // ditherSampler sampler NA NA s6 1 // perlinSampler texture float4 2d t3 1 // highDetailSampler texture float4 2d t4 1 // starFieldSampler texture float4 2d t5 1 // ditherSampler texture float4 2d t6 1 // misc_globals cbuffer NA NA cb2 1 // sky_system_locals cbuffer NA NA cb12 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float // TEXCOORD 0 xyzw 1 NONE float xyzw // TEXCOORD 1 xyzw 2 NONE float xyzw // TEXCOORD 2 xyzw 3 NONE float xyz // TEXCOORD 3 xyzw 4 NONE float xyzw // TEXCOORD 4 xyzw 5 NONE float xyzw // TEXCOORD 5 xy 6 NONE float xy // TEXCOORD 6 xyzw 7 NONE float xyzw // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // */