CodeWalker/CodeWalker.Shaders/WaterPS.hlsli
2019-12-04 00:52:22 +11:00

134 lines
5.4 KiB
HLSL

#include "Shadowmap.hlsli"
Texture2D<float4> Colourmap : register(t0);
Texture2D<float4> Bumpmap : register(t2);
Texture2D<float4> Foammap : register(t3);
Texture2D<float4> WaterBumpSampler : register(t4); // graphics.ytd, waterbump and waterbump2
Texture2D<float4> WaterBumpSampler2 : register(t5);
Texture2D<float4> WaterFog : register(t6);
SamplerState TextureSS : register(s0);
cbuffer PSSceneVars : register(b0)
{
ShaderGlobalLightParams GlobalLights;
uint EnableShadows;
uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
uint RenderModeIndex;
uint RenderSamplerCoord;
uint EnableWaterbumps; //if the waterbump textures are ready..
uint EnableFogtex; //if the fog texture is ready
uint ScnPad1;
uint ScnPad2;
float4 gFlowParams;
float4 CameraPos;
float4 WaterFogParams; //xy = base location, zw = inverse size
}
cbuffer PSGeomVars : register(b2)
{
uint EnableTexture;
uint EnableBumpMap;
uint EnableFoamMap;
uint ShaderMode;
float SpecularIntensity;
float SpecularFalloff;
float GeoPad1;
float GeoPad2;
float WaveOffset; //for terrainfoam
float WaterHeight; //for terrainfoam
float WaveMovement; //for terrainfoam
float HeightOpacity; //for terrainfoam
float RippleSpeed;
float RippleScale;
float RippleBumpiness;
float GeoPad3;
}
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
float2 Texcoord0 : TEXCOORD0;
float4 Flow : TEXCOORD1;
float4 Shadows : TEXCOORD3;
float4 LightShadow : TEXCOORD4;
float4 Colour0 : COLOR0;
float4 Tangent : TEXCOORD5;
float4 Bitangent : TEXCOORD6;
float3 CamRelPos : TEXCOORD7;
};
struct PS_OUTPUT
{
float4 Diffuse : SV_Target0;
float4 Normal : SV_Target1;
float4 Specular : SV_Target2;
float4 Irradiance : SV_Target3;
};
float3 RippleNormal(VS_OUTPUT input, float3 worldpos)
{
////
//// 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 zw
//// TEXCOORD 3 xyzw 4 NONE float xyzw //NORMAL +half
//// TEXCOORD 4 xyzw 5 NONE float zw //FLOW
////
//
float3 norm = input.Normal.xyz;
float v2w = input.Colour0.r; //vertex red channel
float4 r0, r1, r2, r3, r4;
r0.xy = input.Flow.zw * RippleSpeed; //mul r0.xy, v5.zwzz, RippleSpeed
r1 = -r0.xyxy * gFlowParams.xxyy + worldpos.xyxy; //mad r1.xyzw, -r0.xyxy, gFlowParams.xxyy, v2.xyxy
r0.x = min(sqrt(dot(r0.xy, r0.xy)), 1.0); //dp2 r0.x, r0.xyxx, r0.xyxx //sqrt r0.x, r0.x //min r0.x, r0.x, l(1.000000)
r0.yz = r1.xy * RippleScale; //mul r0.yz, r1.xxyx, RippleScale
r1.xy = r1.zw * RippleScale + 0.5; //mad r1.xy, r1.zwzz, RippleScale, l(0.500000, 0.500000, 0.000000, 0.000000)
r1.xy = r1.xy * 2.3; //mul r1.xy, r1.xyxx, l(2.300000, 2.300000, 0.000000, 0.000000)
r0.yz = r0.yz * 2.3; //mul r0.yz, r0.yyzy, l(0.000000, 2.300000, 2.300000, 0.000000)
r2 = WaterBumpSampler2.Sample(TextureSS, r0.yz); //sample r2.xyzw, r0.yzyy, WaterBumpSampler2.xyzw, s14
r3 = WaterBumpSampler.Sample(TextureSS, r0.yz); //sample r3.xyzw, r0.yzyy, WaterBumpSampler.xyzw, s10
r4 = WaterBumpSampler2.Sample(TextureSS, r1.xy); //sample r4.xyzw, r1.xyxx, WaterBumpSampler2.xyzw, s14
r1 = WaterBumpSampler.Sample(TextureSS, r1.xy); //sample r1.xyzw, r1.xyxx, WaterBumpSampler.xyzw, s10
r3.zw = r1.xy; //mov r3.zw, r1.xxxy
r2.zw = r4.xy; //mov r2.zw, r4.xxxy
r1 = r2 + r3; //add r1.xyzw, r2.xyzw, r3.xyzw
r2 = r3 + 0.5; //add r2.xyzw, r3.xyzw, l(0.500000, 0.500000, 0.500000, 0.500000)
r1 = r1 - r2; //add r1.xyzw, r1.xyzw, -r2.xyzw
r0 = r1 * r0.x + r2; //mad r0.xyzw, r0.xxxx, r1.xyzw, r2.xyzw
r0 = r0 * 2 - 2; //mad r0.xyzw, r0.xyzw, l(2.000000, 2.000000, 2.000000, 2.000000), l(-2.000000, -2.000000, -2.000000, -2.000000)
r0 = r0 * gFlowParams.zzww; //mul r0.xyzw, r0.xyzw, gFlowParams.zzww
r0.xy = r0.xy + r0.zw; //add r0.xy, r0.zwzz, r0.xyxx
r0.zw = r0.xy * RippleBumpiness; //mul r0.zw, r0.xxxy, RippleBumpiness
//r0.x = sqrt(dot(r0.xy, r0.xy)); //dp2 r0.x, r0.xyxx, r0.xyxx //sqrt r0.x, r0.x
//r0.x = r0.x * 0.27 + 0.44; //mad r0.x, r0.x, l(0.270000), l(0.440000)
r1.xy = r0.zw * v2w + norm.xy; //mad r1.xy, r0.zwzz, v2.wwww, v4.xyxx
r1.z = norm.z; //mov r1.z, v4.z
//return normalize(r1.xyz);
r0.y = dot(r1.xyz, r1.xyz); //dp3 r0.y, r1.xyzx, r1.xyzx
r0.y = 1.0 / sqrt(r0.y); //rsq r0.y, r0.y
r2.xyz = -r1.xyz * r0.y + float3(0, 0, 1); //mad r2.xyz, -r1.xyzx, r0.yyyy, l(0.000000, 0.000000, 1.000000, 0.000000)
r0.yzw = r1.xyz * r0.y; //mul r0.yzw, r0.yyyy, r1.xxyz
//r1.xyz = r2.xyz * 0.833333 + r0.yzw; //mad r1.xyz, r2.xyzx, l(0.833333, 0.833333, 0.833333, 0.000000), r0.yzwy
//r2.xyz = worldpos - //add r2.xyz, v2.xyzx, -gViewInverse[3].xyzx
return r0.yzw;
//return r0.wzy;
////return float3(r0.w, r0.z, r0.y);
////return normalize(input.Normal);
}