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106 lines
2.4 KiB
HLSL
106 lines
2.4 KiB
HLSL
#include "WaterPS.hlsli"
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PS_OUTPUT main(VS_OUTPUT input)
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{
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float4 c = float4(0.1, 0.18, 0.25, 0.8);
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//if (RenderMode == 0) c = float4(1, 1, 1, 1);
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//c.a *= input.Colour0.a;
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float3 camrel = input.CamRelPos;
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float3 worldpos = camrel + CameraPos.xyz;
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if ((EnableFoamMap == 0) && (EnableFogtex == 1))
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{
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float2 fogtc = saturate((worldpos.xy - WaterFogParams.xy) * WaterFogParams.zw);
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fogtc.y = 1.0 - fogtc.y;
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c = WaterFog.Sample(TextureSS, fogtc);
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c.a = 0.9;
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}
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float3 norm = EnableFoamMap ? normalize(input.Normal) : RippleNormal(input, worldpos); // normalize(input.Normal);
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if (RenderMode == 1) //normals
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{
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c.rgb = norm * 0.5 + 0.5;
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}
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else if (RenderMode == 2) //tangents
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{
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c.rgb = normalize(input.Tangent.rgb) * 0.5 + 0.5;
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}
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else if (RenderMode == 3) //colours
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{
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c.rgb = input.Colour0.rgb;
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}
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else if (RenderMode == 4) //texcoords
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{
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c.rgb = float3(input.Texcoord0, 0);
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}
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else if ((RenderMode == 8) || (EnableTexture == 1)) //single texture or diffuse enabled
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{
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c.rgb = Colourmap.Sample(TextureSS, input.Texcoord0).rgb;
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}
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else if (EnableFoamMap)
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{
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c = Foammap.Sample(TextureSS, input.Texcoord0);
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}
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float3 spec = 0;
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if (RenderMode == 0)
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{
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float4 nv = Bumpmap.Sample(TextureSS, input.Texcoord0); //sample r1.xyzw, v2.xyxx, t3.xyzw, s3 (BumpSampler)
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float2 nmv = nv.xy;
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float4 r0 = 0, r1, r2, r3;
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float bumpiness = 0.5;
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if (EnableBumpMap)
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{
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norm = NormalMap(nmv, bumpiness, input.Normal.xyz, input.Tangent.xyz, input.Bitangent.xyz);
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}
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float3 tc = c.rgb;
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c.rgb = tc; // *r0.z; //diffuse factors...
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spec.xy = sqrt(10.0 * SpecularIntensity);
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spec.z = 1;//r0.z;
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if (ShaderMode == 1) //river foam
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{
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c.a *= input.Colour0.g;
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}
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else if (ShaderMode == 2) //terrain foam
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{
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c.a *= c.r;
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c.a *= input.Colour0.r;
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}
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else
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{
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///c.a = 1;
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}
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}
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c.a = saturate(c.a);
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PS_OUTPUT output;
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output.Diffuse = c;
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output.Normal = float4(saturate(norm * 0.5 + 0.5), c.a);
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output.Specular = float4(spec, c.a);
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output.Irradiance = float4(1, 0, 0, c.a);
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return output;
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}
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