Clients/Client2014/shaders/source/water_r3.hlsl

209 lines
5.0 KiB
HLSL

//
// Old new water saved here for possible damage control.
// To be removed in a couple of weeks.
//
// - Max
//
#include "common.h"
uniform float4x4 WorldMatrix;
uniform float4 nmAnimLerp; // ratio between normal map frames
uniform float4 waveParams; // .x = frequency .y = phase .z = height
uniform float4 WaterColor; // deep water color
#ifdef PIN_HQ
# define WATER_LOD 1
#else
# define WATER_LOD 2
#endif
//#undef WATER_LOD
//#define WATER_LOD 0
float fadeFactor( float3 wspos )
{
return saturate( -0.4f + 1.4f*length( G.CameraPosition.xyz - wspos.xyz ) * G.FadeDistance.y );
}
float wave( float4 wspos )
{
float x = sin( ( wspos.z - wspos.x - waveParams.y ) * waveParams.x );
float z = sin( ( wspos.z + wspos.x + waveParams.y ) * waveParams.x );
float p = (x + z) * waveParams.z;
return p - p * fadeFactor( wspos.xyz );
}
// Fresnel approximation. N1 and N2 are refractive indices.
// for above water, use n1 = 1, n2 = 1.3, for underwater use n1 = 1.3, n2 = 1
// TODO: use mul/bias hack on ipad
float fresnel( float3 N, float3 V, float n1, float n2, float p, float fade )
{
#if WATER_LOD == 0
float r0 = (n1-n2)/(n1+n2);
r0 *= r0;
return r0 + (1-r0) * pow( 1 - abs( dot( N, V ) ), p );
#else
return saturate( - 2.5 * abs( dot( N, V ) ) + 0.78 ); // HAXX!
//return 1 - 2 * abs( dot( N, V ) );
#endif
}
// perturbs the water mesh and vertex normals
// TODO: remove costly normal computations on ipad
void makeWaves( inout float4 wspos, inout float3 wsnrm )
{
#if WATER_LOD == 0
float gridSize = 4.0f;
float4 wspos1 = wspos;
float4 wspos2 = wspos;
wspos1.x += gridSize;
wspos2.z += gridSize;
wspos.y += wave(wspos) ;
wspos1.y += wave(wspos1);
wspos2.y += wave(wspos2);
wsnrm = normalize( cross( wspos2.xyz - wspos.xyz, wspos1.xyz - wspos.xyz ) );
#elif WATER_LOD == 1
wspos.y += wave( wspos );
#else /* do n0thing */
#endif
}
struct V2P
{
float4 pos : POSITION;
float3 tc0Fog : TEXCOORD0;
float4 wspos : TEXCOORD1;
float3 wsnrm : TEXCOORD2;
float3 light : TEXCOORD3;
float2 fade : TEXCOORD4;
};
V2P water_vs(
float4 pos : POSITION,
float3 nrm : NORMAL
)
{
V2P o;
// Decode vertex data
nrm = (nrm - 127) / 127;
nrm = normalize(nrm);
float4 wspos = mul( WorldMatrix, pos );
float3 wsnrm = nrm;
wspos.y -= 2*waveParams.z;
makeWaves( /*INOUT*/ wspos, /*INOUT*/ wsnrm );
o.wspos = wspos;
o.wsnrm = wsnrm;
if( nrm.y < 0.01f ) o.wsnrm = nrm;
// box mapping
//float3x2 m = { wspos.xz, wspos.xy, wspos.yz };
//float2 tcselect = mul( abs( nrm.yzx ), m );
float2 tcselect;
float3 wspostc = float3( wspos.x, -wspos.y, wspos.z );
tcselect.x = dot( abs( nrm.yxz ), wspostc.xzx );
tcselect.y = dot( abs( nrm.yxz ), wspostc.zyy );
o.pos = mul( G.ViewProjection, wspos );
o.tc0Fog.xy = tcselect * .05f;
o.tc0Fog.z = saturate( (G.FogParams.z - o.pos.w) * G.FogParams.w );
o.light = lgridPrepareSample(lgridOffset(wspos.xyz, wsnrm.xyz));
o.fade.x = fadeFactor( wspos.xyz );
o.fade.y = (1-o.fade.x) * saturate( dot( wsnrm, -G.Lamp0Dir ) ) * 100;
return o;
}
//////////////////////////////////////////////////////////////////////////////
sampler2D NormalMap1 : register(s0);
sampler2D NormalMap2 : register(s1);
samplerCUBE EnvMap : register(s2);
LGRID_SAMPLER LightMap : register(s3);
sampler2D LightMapLookup: register(s4);
float3 pixelNormal( float2 tc0 )
{
float4 nm1 = tex2D( NormalMap1, tc0 );
#if WATER_LOD <= 1
float4 nm2 = tex2D( NormalMap2, tc0 );
float3 normal = lerp( nm1, nm2, nmAnimLerp.xxxx ).agb;
#else
float3 normal = nm1.agb;
#endif
//normal = nm2;
normal.xy = 2*normal.xy - 1;
normal.z = sqrt( 1.001 - saturate1( dot( normal.xy, normal.xy ) ) );
return normal;
}
float4 envColor( float3 N, float3 V, float fade )
{
float4 solidColor = float4( 0.65f, 0.85f, 0.93f, 1 )*.95f;
#if WATER_LOD > 1
return solidColor;
#endif
float3 dir = reflect( V, N );
return lerp( texCUBE( EnvMap, V ), solidColor, fade );
//return float3( 0.8f, 0.8f, 0.93f )*.91f;
}
//////////////////////////////////////////
//////////////////////////////////////////
float4 water_ps( V2P v ) : COLOR0
{
float4 WaterColorTest = 0.5 * float4( 26, 169, 185, 0 ) / 255;
float4 FogColorTest = 0.8 * float4( 35, 107, 130, 0 ) / 255;
float3 N2 = v.wsnrm;
float3 N1 = pixelNormal( v.tc0Fog.xy ).xzy;
float3 N3 = 0.5f * (N2 + N1);
float3 L = /*normalize*/(-G.Lamp0Dir.xyz);
float3 E = normalize( G.CameraPosition.xyz - v.wspos.xyz );
float4 light = lgridSample(LightMap, LightMapLookup, v.light.xyz);
float3 ambient = ( light.rgb + G.AmbientColor.rgb );
float fre = fresnel( N3, E, 1.0f, 1.3f, 8, v.fade.x );
float3 diffuse = WaterColor.rgb + N1.y*0.02f;
float3 env = envColor( N3, E, v.fade.x ).rgb;
float3 R = reflect( -L, N1 );
#if WATER_LOD <= 1
float3 specular = pow( saturate( dot( R, E ) ), 900 ) * saturate( light.a - 0.4f ) * v.fade.y; // * (L.y * 100);
#else
float3 specular = 0;
#endif
float3 result = lerp( diffuse, env, fre ) * ( G.Lamp0Color.rgb * light.a + ambient ) + specular;
result = lerp( G.FogColor.rgb, result, v.tc0Fog.z );
return float4( result, 1 );
}