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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-25 16:32:55 +08:00
475 lines
15 KiB
HLSL
475 lines
15 KiB
HLSL
#include "Quaternion.hlsli"
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#include "Shadowmap.hlsli"
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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float4 WaterVector;
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float ScaledTime;
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float ScnPad0;
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float ScnPad1;
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float ScnPad2;
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}
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cbuffer VSEntityVars : register(b2)
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{
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float4 CamRel;
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float4 Orientation;
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float3 Scale;
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uint EntPad0;
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}
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cbuffer VSGeomVars : register(b3)
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{
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float4 WaterParams;
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uint EnableFlow;
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uint ShaderMode;
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uint GeoPad1;
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uint GeoPad2;
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float RippleSpeed;
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float GeoPad3;
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float GeoPad4;
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float GeoPad5;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float2 Texcoord0 : TEXCOORD0;
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float4 Flow : TEXCOORD1;
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float4 Shadows : TEXCOORD3;
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float4 LightShadow : TEXCOORD4;
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float4 Colour0 : COLOR0;
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float4 Tangent : TEXCOORD5;
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float4 Bitangent : TEXCOORD6;
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float3 CamRelPos : TEXCOORD7;
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};
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Texture2D<float4> FlowSampler : register(t0);
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SamplerState TextureSS : register(s0);
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float3 ModelTransform(float3 ipos)
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{
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float3 tpos = ipos;
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float3 spos = tpos * Scale;
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float3 bpos = mulvq(spos, Orientation);
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return CamRel.xyz + bpos;
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}
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float4 ScreenTransform(float3 opos)
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{
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float4 pos = float4(opos, 1);
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float4 cpos = mul(pos, ViewProj);
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cpos.z = DepthFunc(cpos.zw);
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return cpos;
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}
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float3 NormalTransform(float3 inorm)
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{
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float3 tnorm = inorm;
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float3 bnorm = normalize(mulvq(tnorm, Orientation));
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return bnorm;
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}
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float2 GetWaterTexcoords(float2 tc)
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{
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if (ShaderMode == 1)
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{
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return tc + float2(ScaledTime * RippleSpeed, 0);
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}
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else
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{
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return tc;
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}
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}
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float4 GetWaterFlow(float2 tc, float4 vc)
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{
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float4 f = float4(vc.g, 0, 0.02, 0.03);
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if (EnableFlow)
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{
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float4 fv = FlowSampler.SampleLevel(TextureSS, tc, 0);
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f.zw = fv.xy * 2 - 1;
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f.x = vc.g;
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f.y = 0;
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//sample_l r0.xyzw, v2.xyxx, t2.xyzw, s2, l(0.000000)
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//mad o5.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
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//mov o5.x, v1.y
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//mov o5.y, l(0)
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}
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return f;
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}
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/*
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water_terrainfoam.fxc_VSFoam
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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 rage_matrices
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// {
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//
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// row_major float4x4 gWorld; // Offset: 0 Size: 64
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// row_major float4x4 gWorldView; // Offset: 64 Size: 64 [unused]
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// row_major float4x4 gWorldViewProj; // Offset: 128 Size: 64
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// row_major float4x4 gViewInverse; // Offset: 192 Size: 64 [unused]
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//
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// }
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//
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// cbuffer water_globals
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// {
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//
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// float2 gWorldBaseVS; // Offset: 0 Size: 8
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// float4 gFlowParams; // Offset: 16 Size: 16 [unused]
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// float4 gFlowParams2; // Offset: 32 Size: 16 [unused]
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// float4 gWaterAmbientColor; // Offset: 48 Size: 16 [unused]
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// float4 gWaterDirectionalColor; // Offset: 64 Size: 16 [unused]
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// float4 gScaledTime; // Offset: 80 Size: 16 [unused]
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// float4 gOceanParams0; // Offset: 96 Size: 16 [unused]
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// float4 gOceanParams1; // Offset: 112 Size: 16 [unused]
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// row_major float4x4 gReflectionWorldViewProj;// Offset: 128 Size: 64 [unused]
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// float4 gFogLight_Debugging; // Offset: 192 Size: 16 [unused]
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// row_major float4x4 gRefractionWorldViewProj;// Offset: 208 Size: 64 [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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// rage_matrices cbuffer NA NA cb1 1
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// water_globals cbuffer NA NA cb4 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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// POSITION 0 xyz 0 NONE float xyz
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// NORMAL 0 xyz 1 NONE float xyz
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// TANGENT 0 xyz 2 NONE float xyz
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// TEXCOORD 0 xy 3 NONE float xy
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// COLOR 0 xyzw 4 NONE float w
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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_Position 0 xyzw 0 POS float xyzw
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// TEXCOORD 0 xyzw 1 NONE float xyzw
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// TEXCOORD 1 xyz 2 NONE float xyz
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// TEXCOORD 2 xyz 3 NONE float xyz
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// TEXCOORD 3 xyz 4 NONE float xyz
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// TEXCOORD 4 xyzw 5 NONE float xyzw
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//
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vs_4_0
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dcl_constantbuffer CB1[12], immediateIndexed
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dcl_constantbuffer CB4[1], immediateIndexed
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dcl_input v0.xyz
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dcl_input v1.xyz
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dcl_input v2.xyz
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dcl_input v3.xy
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dcl_input v4.w
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dcl_output_siv o0.xyzw, position
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dcl_output o1.xyzw
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dcl_output o2.xyz
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dcl_output o3.xyz
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dcl_output o4.xyz
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dcl_output o5.xyzw
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dcl_temps 1
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mul r0.xyzw, v0.yyyy, cb1[9].xyzw
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mad r0.xyzw, v0.xxxx, cb1[8].xyzw, r0.xyzw
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mad r0.xyzw, v0.zzzz, cb1[10].xyzw, r0.xyzw
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add o0.xyzw, r0.xyzw, cb1[11].xyzw
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mul r0.xyz, v0.yyyy, cb1[1].xyzx
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mad r0.xyz, v0.xxxx, cb1[0].xyzx, r0.xyzx
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mad r0.xyz, v0.zzzz, cb1[2].xyzx, r0.xyzx
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add r0.xyz, r0.xyzx, cb1[3].xyzx
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mov o1.xyz, r0.xyzx
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add r0.xy, r0.xyxx, -cb4[0].xyxx
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mul o5.zw, r0.xxxy, l(0.000000, 0.000000, 0.001953, 0.001953)
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mov o1.w, v4.w
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mov o2.xyz, v1.xyzx
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mov o3.xyz, v2.xyzx
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mul r0.xyz, v1.zxyz, v2.yzxy
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mad r0.xyz, v1.yzxy, v2.zxyz, -r0.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 o4.xyz, r0.wwww, r0.xyzx
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mov o5.xy, v3.xyxx
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ret
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// Approximately 21 instruction slots used
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*/
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/*
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water_riverfoam.fxc_VS
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vs_4_0
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dcl_constantbuffer CB1[12], immediateIndexed
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dcl_constantbuffer CB2[13], immediateIndexed
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dcl_constantbuffer CB3[47], immediateIndexed
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dcl_constantbuffer CB4[6], immediateIndexed
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dcl_constantbuffer CB10[1], immediateIndexed
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dcl_input v0.xyz
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dcl_input v1.y
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dcl_input v2.xy
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dcl_input v3.xyz
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dcl_output_siv o0.xyzw, position
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dcl_output o1.xyzw
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dcl_output o2.xyzw
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dcl_output o3.xy
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dcl_output o4.xyz
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dcl_output o5.xyz
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dcl_temps 2
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mul r0.xyzw, v0.yyyy, gWorldViewProj[1].xyzw
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mad r0.xyzw, v0.xxxx, gWorldViewProj[0].xyzw, r0.xyzw
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mad r0.xyzw, v0.zzzz, gWorldViewProj[2].xyzw, r0.xyzw
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add r0.xyzw, r0.xyzw, gWorldViewProj[3].xyzw
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mul r1.xyzw, r0.xyzw, l(1.000000, 1.000000, 0.999995, 1.000000)
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mov o0.xyzw, r1.xyzw
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mov o2.zw, r1.wwww
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add o1.xyz, v0.xyzx, gWorld[3].xyzx
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mov o1.w, v1.y
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mul r0.xyz, r0.xwyx, l(0.500000, 0.500000, 0.500000, 0.000000)
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mad o2.y, r0.w, l(0.500000), -r0.z
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add o2.x, r0.y, r0.x
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mul r0.x, gScaledTime.x, RippleSpeed
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mov r0.y, l(0)
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add o3.xy, r0.xyxx, v2.xyxx ///TEXCOORD OUT
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add r0.x, v3.z, gLightNaturalAmbient0.w
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mul r0.x, r0.x, gLightNaturalAmbient1.w
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max r0.x, r0.x, l(0.000000)
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mad r0.yzw, gLightArtificialIntAmbient0.xxyz, r0.xxxx, gLightArtificialIntAmbient1.xxyz
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mad r1.xyz, gLightNaturalAmbient0.xyzx, r0.xxxx, gLightNaturalAmbient1.xyzx
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mad o4.xyz, r0.yzwy, globalScalars2.zzzz, r1.xyzx
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dp3_sat r0.x, v3.xyzx, -gDirectionalLight.xyzx
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mul o5.xyz, r0.xxxx, gDirectionalColour.xyzx
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ret
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// Approximately 24 instruction slots used
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//
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// cbuffer water_globals
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// {
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//
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// float2 gWorldBaseVS; // Offset: 0 Size: 8 [unused]
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// float4 gFlowParams; // Offset: 16 Size: 16 [unused]
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// float4 gFlowParams2; // Offset: 32 Size: 16 [unused]
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// float4 gWaterAmbientColor; // Offset: 48 Size: 16 [unused]
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// float4 gWaterDirectionalColor; // Offset: 64 Size: 16 [unused]
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// float4 gScaledTime; // Offset: 80 Size: 16
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// float4 gOceanParams0; // Offset: 96 Size: 16 [unused]
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// float4 gOceanParams1; // Offset: 112 Size: 16 [unused]
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// row_major float4x4 gReflectionWorldViewProj;// Offset: 128 Size: 64 [unused]
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// float4 gFogLight_Debugging; // Offset: 192 Size: 16 [unused]
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// row_major float4x4 gRefractionWorldViewProj;// Offset: 208 Size: 64 [unused]
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//
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// }
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//
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// cbuffer water_common_locals
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// {
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//
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// float RippleBumpiness; // Offset: 0 Size: 4 [unused]
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// float RippleSpeed; // Offset: 4 Size: 4
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// float RippleScale; // Offset: 8 Size: 4 [unused]
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// float SpecularIntensity; // Offset: 12 Size: 4 [unused]
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// float SpecularFalloff; // Offset: 16 Size: 4 [unused]
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// float ParallaxIntensity; // Offset: 20 Size: 4 [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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// rage_matrices cbuffer NA NA cb1 1
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// misc_globals cbuffer NA NA cb2 1
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// lighting_globals cbuffer NA NA cb3 1
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// water_globals cbuffer NA NA cb4 1
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// water_common_locals cbuffer NA NA cb10 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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// POSITION 0 xyz 0 NONE float xyz
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// COLOR 0 xyzw 1 NONE float y
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// TEXCOORD 0 xy 2 NONE float xy
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// NORMAL 0 xyz 3 NONE float xyz
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// TANGENT 0 xyz 4 NONE 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_Position 0 xyzw 0 POS float xyzw
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// TEXCOORD 0 xyzw 1 NONE float xyzw
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// TEXCOORD 1 xyzw 2 NONE float xyzw
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// TEXCOORD 2 xy 3 NONE float xy
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// TEXCOORD 3 xyz 4 NONE float xyz
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// TEXCOORD 4 xyz 5 NONE float xyz
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//
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*/
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/*
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water_river.fxc_VS
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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 rage_matrices
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// {
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//
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// row_major float4x4 gWorld; // Offset: 0 Size: 64
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// row_major float4x4 gWorldView; // Offset: 64 Size: 64 [unused]
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// row_major float4x4 gWorldViewProj; // Offset: 128 Size: 64
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// row_major float4x4 gViewInverse; // Offset: 192 Size: 64 [unused]
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//
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// }
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//
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// cbuffer water_globals
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// {
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//
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// float2 gWorldBaseVS; // Offset: 0 Size: 8
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// float4 gFlowParams; // Offset: 16 Size: 16 [unused]
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// float4 gFlowParams2; // Offset: 32 Size: 16 [unused]
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// float4 gWaterAmbientColor; // Offset: 48 Size: 16
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// float4 gWaterDirectionalColor; // Offset: 64 Size: 16 [unused]
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// float4 gScaledTime; // Offset: 80 Size: 16 [unused]
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// float4 gOceanParams0; // Offset: 96 Size: 16 [unused]
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// float4 gOceanParams1; // Offset: 112 Size: 16 [unused]
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// row_major float4x4 gReflectionWorldViewProj;// Offset: 128 Size: 64 [unused]
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// float4 gFogLight_Debugging; // Offset: 192 Size: 16 [unused]
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// row_major float4x4 gRefractionWorldViewProj;// Offset: 208 Size: 64 [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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// FlowSampler sampler NA NA s2 1
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// FlowSampler texture float4 2d t2 1
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// rage_matrices cbuffer NA NA cb1 1
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// water_globals cbuffer NA NA cb4 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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// POSITION 0 xyz 0 NONE float xyz
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// COLOR 0 xyzw 1 NONE float xy
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// TEXCOORD 0 xy 2 NONE float xy
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// NORMAL 0 xyz 3 NONE float xyz
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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_Position 0 xyzw 0 POS float xyzw
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// TEXCOORD 0 xyzw 1 NONE float xyzw
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// TEXCOORD 1 xyzw 2 NONE float xyzw
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// TEXCOORD 2 xyzw 3 NONE float xyzw
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// TEXCOORD 3 xyzw 4 NONE float xyzw
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// TEXCOORD 4 xyzw 5 NONE float xyzw
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//
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vs_4_0
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dcl_constantbuffer CB1[12], immediateIndexed
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dcl_constantbuffer CB4[4], immediateIndexed
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dcl_sampler s2, mode_default
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dcl_resource_texture2d (float,float,float,float) t2
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dcl_input v0.xyz
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dcl_input v1.xy
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dcl_input v2.xy
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dcl_input v3.xyz
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dcl_output_siv o0.xyzw, position
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dcl_output o1.xyzw
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dcl_output o2.xyzw
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dcl_output o3.xyzw
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dcl_output o4.xyzw
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dcl_output o5.xyzw
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dcl_temps 2
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mul r0.xyzw, v0.yyyy, cb1[9].xyzw
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mad r0.xyzw, v0.xxxx, cb1[8].xyzw, r0.xyzw
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mad r0.xyzw, v0.zzzz, cb1[10].xyzw, r0.xyzw
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add r0.xyzw, r0.xyzw, cb1[11].xyzw
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mov o0.xyzw, r0.xyzw
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mul r0.xyz, r0.xwyx, l(0.500000, 0.500000, 0.500000, 0.000000)
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mad o1.y, r0.w, l(0.500000), -r0.z
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add o1.x, r0.y, r0.x
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mov o4.w, r0.w
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add r0.xyz, v0.xyzx, cb1[3].xyzx
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add r1.xy, r0.xyxx, -cb4[0].xyxx
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mad o1.zw, r1.xxxy, l(0.000000, 0.000000, 0.001953, 0.001953), l(0.000000, 0.000000, 0.001953, 0.001953)
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mov o2.xyz, r0.xyzx
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mul o3.zw, r0.xxxy, cb4[3].wwww
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mov o2.w, v1.x
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mov o3.xy, v2.xyxx
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dp3 r0.x, v3.xyzx, v3.xyzx
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rsq r0.x, r0.x
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mul o4.xyz, r0.xxxx, v3.xyzx
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sample_l r0.xyzw, v2.xyxx, t2.xyzw, s2, l(0.000000)
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mad o5.zw, r0.xxxy, l(0.000000, 0.000000, 2.000000, 2.000000), l(0.000000, 0.000000, -1.000000, -1.000000)
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mov o5.x, v1.y
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mov o5.y, l(0)
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ret
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// Approximately 24 instruction slots used
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*/
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