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342 lines
14 KiB
HLSL
342 lines
14 KiB
HLSL
#include "Skydome.hlsli"
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Texture2D<float4> Starmap : register(t0);
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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 o1 : TEXCOORD0; // 0 xyzw 1 NONE float xyzw
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float4 o2 : TEXCOORD1; // 1 xyzw 2 NONE float xyzw
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float4 o3 : TEXCOORD2; // 2 xyzw 3 NONE float xyzw
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float4 o4 : TEXCOORD3; // 3 xyzw 4 NONE float xyzw
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float4 o5 : TEXCOORD4; // 4 xyzw 5 NONE float xyzw
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float2 o6 : TEXCOORD5; // 5 xy 6 NONE float xy
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float4 o7 : TEXCOORD6; // 6 xyzw 7 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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//return float4(1,0,0,1);
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float4 sf = Starmap.Sample(TextureSS, input.o6);
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sf.rgb = saturate(sf.rgb*2.0 - 0.1);
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float3 skybase = input.o3.rgb;
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if (EnableHDR == 0)
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{
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sf.rgb *= max(starfieldIntensity, 1.25);
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if (hdrIntensity != 0.0)
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{
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sf.rgb *= saturate(1.0f / (hdrIntensity*25.0f));//fake hiding stars when no HDR
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}
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}
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else
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{
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sf.rgb *= starfieldIntensity;
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}
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//float4 zen = zenithColor * hdrIntensity;
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//sf.rgb += zen.rgb;
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//sf.rgb += input.o3.rgb * hdrIntensity;
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float4 o2 = input.o2;
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float4 r0, r1, r2, r3, r4;
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float poslen = length(o2); //4d length...
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r2.xyz = o2.xyz / poslen; //normalized
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r4.x = dot(r2.xyz, -sunDirection.xyz); //dp3 r4.x, r2.xyzx, -sunDirection.xyzx
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///return float4(r4.xxx, 1);
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//r4.y = dot(r2.xyz, -moonDirection.xyz); //dp3 r4.y, r2.xyzx, moonDirection.xyzx;//.yzwy
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r0.z = r4.x*-sunConstants.x +sunConstants.y; //mad r0.z, -sunConstants.x, r4.x, sunConstants.y //mie phase, scatter
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r0.z = log(abs(r0.z)); //log r0.z, |r0.z|
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r0.z = r0.z * 1.5; //mul r0.z, r0.z, l(1.500000)
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r0.z = exp(r0.z); //exp r0.z, r0.z
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r0.w = r4.x*r4.x + 1.0; //mad r0.w, r4.x, r4.x, l(1.000000)
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r4.x = saturate(-r4.x); //mov_sat r4.x, -r4.x
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//r2.xy = 1.0 - r4.xy; //add r2.xy, -r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
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r0.z = r0.w / r0.z; //div r0.z, r0.w, r0.z
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r0.w = r0.z*sunConstants.z; //mul r0.w, r0.z, sunConstants.z //mie range?
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r0.z = saturate(1.0 - r0.w); //mad_sat r0.z, -r0.z, sunConstants.z, l(1.000000)
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r0.w = saturate(r0.w); //mov_sat r0.w, r0.w
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r4.xyz = r0.w*sunColorHdr.xyz; //mul r4.xyz, r0.wwww, sunColorHdr.xyzx
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r4.xyz = r4.xyz*sunConstants.w; //mul r4.xyz, r4.xyzx, sunConstants.wwww //scatter intensity?
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r4.xyz = skybase*r0.z + r4.xyz; //mad r4.xyz, v3.xyzx, r0.zzzz, r4.xyzx
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sf.rgb += r4.xyz;
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if (EnableHDR == 0)
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{
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sf = saturate(sf);
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}
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else
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{
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sf.a = saturate(sf.a);
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}
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return sf;
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//float f = frac(tc.x);
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//return (f < 0.5) ? float4(1, 0, 1, 1) : sf;
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}
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/*
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sky normal all PS:
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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 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_resource_texture2d (float,float,float,float) t3 perlinSampler
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dcl_resource_texture2d (float,float,float,float) t4 highDetailSampler
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dcl_resource_texture2d (float,float,float,float) t5 starFieldSampler
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dcl_resource_texture2d (float,float,float,float) t6 ditherSampler
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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.xyz
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dcl_input_ps linear v4.xyzw
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dcl_input_ps linear v5.xyzw
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dcl_input_ps linear v6.xy
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dcl_input_ps linear v7.xyzw
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dcl_output o0.xyzw
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dcl_temps 6
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sample r0.xyzw, v4.xyxx, highDetailSampler.xyzw, s4
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add r0.x, r0.x, l(-0.500000)
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mul r0.x, r0.x, cloudDetailConstants.x
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sample r1.xyzw, v5.zwzz, highDetailSampler.xyzw, s4
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add r0.z, r1.x, l(-0.500000)
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mul r0.y, r0.z, smallCloudConstants.y
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sample r1.xyzw, v4.zwzz, highDetailSampler.xyzw, s4
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add r1.x, r1.x, l(-0.500000)
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mul r0.z, r1.x, cloudConstants2.z
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sample r2.xyzw, v1.zwzz, perlinSampler.xyzw, s3
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mad r0.z, r0.z, cloudDetailConstants.z, r2.x
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mul r0.z, r0.z, cloudConstants1.x
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sample r3.xyzw, v1.xyxx, perlinSampler.xyzw, s3
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mul r0.z, r0.z, r3.x
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mad_sat r0.w, -r0.z, l(2.000000), l(1.000000)
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mul r0.xy, r0.wwww, r0.xyxx
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mul r0.xy, r3.zzzz, r0.xyxx
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mov r4.x, cloudDetailConstants.z
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mov r4.y, smallCloudConstants.y
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add r1.y, -r3.z, l(1.000000)
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mad r0.xy, r1.xyxx, r4.xyxx, r0.xyxx
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add r0.w, r0.x, r2.y
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mad r1.xyz, r0.wwww, cloudShadowMinusBaseColourTimesShadowStrength.xyzx, cloudBaseMinusMidColour.xyzx
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mad r1.xyz, r0.zzzz, r1.xyzx, cloudMidColour.xyzx
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mov r3.y, l(0)
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add r0.xy, r0.xyxx, r3.xyxx
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mul r2.x, r0.x, cloudConstants1.y
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mul r2.y, r0.y, smallCloudConstants.z
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add_sat r0.x, -r0.x, l(1.000000)
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mov r3.y, -smallCloudConstants.w
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mov r3.xz, -cloudConstants1.zzwz
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add_sat r0.yz, r2.xxyx, r3.xxyx
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mul r0.yz, r0.yyzy, r0.yyzy
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dp4 r0.w, v2.xyzw, v2.xyzw
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rsq r0.w, r0.w
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mul r2.xyz, r0.wwww, v2.xyzx
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mad_sat r0.w, r2.z, l(5.000000), r3.z
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mul r3.xy, r0.wwww, r0.yzyy
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mad r0.y, -r0.y, r0.w, l(1.000000)
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mul r0.y, r0.y, r3.y
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mad r0.y, r0.y, l(0.300000), r3.x
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dp3 r4.x, r2.xyzx, -sunDirection.xyzx
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dp3 r4.y, r2.xyzx, moonDirection.xyzx;//.yzwy
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mad r0.z, -sunConstants.x, r4.x, sunConstants.y
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log r0.z, |r0.z|
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mul r0.z, r0.z, l(1.500000)
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exp r0.z, r0.z
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mad r0.w, r4.x, r4.x, l(1.000000)
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mov_sat r4.x, -r4.x
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add r2.xy, -r4.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
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div r0.z, r0.w, r0.z
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mul r0.w, r0.z, sunConstants.z
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mad_sat r0.z, -r0.z, sunConstants.z, l(1.000000)
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mov_sat r0.w, r0.w
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mul r4.xyz, r0.wwww, sunColorHdr.xyzx
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mul r4.xyz, r4.xyzx, sunConstants.wwww
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mad r4.xyz, v3.xyzx, r0.zzzz, r4.xyzx
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add r5.xyz, -r4.xyzx, smallCloudColorHdr.xyzx
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mad r4.xyz, r3.yyyy, r5.xyzx, r4.xyzx
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mad r1.xyz, r1.xyzx, cloudConstants2.wwww, -r4.xyzx
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mad r1.xyz, r3.xxxx, r1.xyzx, r4.xyzx
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add r0.z, r3.y, r3.x
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add_sat o0.w, -r0.z, v2.w
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div r0.zw, r2.xxxy, effectsConstants.xxxz
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ge r1.w, r2.y, l(0.000545)
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and r1.w, r1.w, l(0x3f800000)
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mul_sat r0.zw, r0.zzzw, l(0.000000, 0.000000, 100.000000, 100.000000)
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add r0.zw, -r0.zzzw, l(0.000000, 0.000000, 1.000000, 1.000000)
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mul r0.zw, r0.yyyy, r0.zzzw
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add r0.y, -r0.y, l(1.000000)
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mul r0.xz, r0.xxxx, r0.zzwz
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mul r0.xz, r0.xxzx, r0.xxzx
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mul r0.xz, r0.xxzx, r0.xxzx
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mad r0.w, lunarCycle.y, l(0.500000), l(0.500000)
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mul r0.w, r0.w, effectsConstants.w
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mul r0.z, r0.w, r0.z
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mul r0.x, r0.x, effectsConstants.y
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mul r2.xyz, r0.zzzz, moonColor.xyzx
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mad r0.xzw, sunColor.yyzw, r0.xxxx, r2.xxyz
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add r0.xzw, r0.xxzw, r1.xxyz
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sample r2.xyzw, v6.xyxx, starFieldSampler.xyzw, s5
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mad_sat r1.xyz, r2.xyzx, l(2.000000, 2.000000, 2.000000, 0.000000), l(-0.100000, -0.100000, -0.100000, 0.000000)
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mul r1.xyz, r1.xyzx, starfieldIntensity.xxxx
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mul r1.xyz, r1.wwww, r1.xyzx
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mad r0.xyz, r1.xyzx, r0.yyyy, r0.xzwx
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add r1.xyz, -r0.xyzx, v7.xyzx
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mad r0.xyz, v7.wwww, r1.xyzx, r0.xyzx
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sample r1.xyzw, v5.xyxx, ditherSampler.xyzw, s6
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add r0.w, r1.x, l(-0.500000)
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mad r0.xyz, r0.wwww, l(0.000100, 0.000100, 0.000100, 0.000000), r0.xyzx
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mul o0.xyz, r0.xyzx, globalScalars3.zzzz
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ret
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// Approximately 92 instruction slots used
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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 sky_system_locals
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// {
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//
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// float3 azimuthEastColor; // Offset: 0 Size: 12 [unused]
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// float3 azimuthWestColor; // Offset: 16 Size: 12 [unused]
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// float3 azimuthTransitionColor; // Offset: 32 Size: 12 [unused]
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// float azimuthTransitionPosition; // Offset: 44 Size: 4 [unused]
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// float3 zenithColor; // Offset: 48 Size: 12 [unused]
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// float3 zenithTransitionColor; // Offset: 64 Size: 12 [unused]
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// float4 zenithConstants; // Offset: 80 Size: 16 [unused]
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// float4 skyPlaneColor; // Offset: 96 Size: 16 [unused]
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// float4 skyPlaneParams; // Offset: 112 Size: 16 [unused]
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// float hdrIntensity; // Offset: 128 Size: 4 [unused]
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// float3 sunColor; // Offset: 132 Size: 12
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// float3 sunColorHdr; // Offset: 144 Size: 12
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// float3 sunDiscColorHdr; // Offset: 160 Size: 12 [unused]
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// float4 sunConstants; // Offset: 176 Size: 16
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// float3 sunDirection; // Offset: 192 Size: 12
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// float3 sunPosition; // Offset: 208 Size: 12 [unused]
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// float3 cloudBaseMinusMidColour; // Offset: 224 Size: 12
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// float3 cloudMidColour; // Offset: 240 Size: 12
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// float3 cloudShadowMinusBaseColourTimesShadowStrength;// Offset: 256 Size: 12
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// float4 cloudDetailConstants; // Offset: 272 Size: 16
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// float4 cloudConstants1; // Offset: 288 Size: 16
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// float4 cloudConstants2; // Offset: 304 Size: 16
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// float4 smallCloudConstants; // Offset: 320 Size: 16
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// float3 smallCloudColorHdr; // Offset: 336 Size: 12
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// float4 effectsConstants; // Offset: 352 Size: 16
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// float horizonLevel; // Offset: 368 Size: 4 [unused]
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// float3 speedConstants; // Offset: 372 Size: 12 [unused]
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// float starfieldIntensity; // Offset: 384 Size: 4
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// float3 moonDirection; // Offset: 388 Size: 12
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// float3 moonPosition; // Offset: 400 Size: 12 [unused]
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// float moonIntensity; // Offset: 412 Size: 4 [unused]
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// float3 lunarCycle; // Offset: 416 Size: 12
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// float3 moonColor; // Offset: 432 Size: 12
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// float noiseFrequency; // Offset: 444 Size: 4 [unused]
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// float noiseScale; // Offset: 448 Size: 4 [unused]
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// float noiseThreshold; // Offset: 452 Size: 4 [unused]
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// float noiseSoftness; // Offset: 456 Size: 4 [unused]
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// float noiseDensityOffset; // Offset: 460 Size: 4 [unused]
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// float2 noisePhase; // Offset: 464 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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// perlinSampler sampler NA NA s3 1
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// highDetailSampler sampler NA NA s4 1
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// starFieldSampler sampler NA NA s5 1
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// ditherSampler sampler NA NA s6 1
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// perlinSampler texture float4 2d t3 1
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// highDetailSampler texture float4 2d t4 1
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// starFieldSampler texture float4 2d t5 1
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// ditherSampler texture float4 2d t6 1
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// misc_globals cbuffer NA NA cb2 1
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// sky_system_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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// SV_Position 0 xyzw 0 POS float
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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 xyz
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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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// TEXCOORD 5 xy 6 NONE float xy
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// TEXCOORD 6 xyzw 7 NONE float xyzw
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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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*/ |