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Stillkill committed 2026-03-08 15:30:46 -05:00
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#include "ShaderConstants.fxh"
struct VS_Input {
float3 position : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input {
float4 position : SV_Position;
lpfloat4 color : COLOR;
snorm float2 uv0 : TEXCOORD_0_FB_MSAA;
snorm float2 uv1 : TEXCOORD_1_FB_MSAA;
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
static const float rA = 1.0;
static const float rB = 1.0;
static const float3 UNIT_Y = float3(0, 1, 0);
static const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
void main(in VS_Input VSInput, out PS_Input PSInput) {
PSInput.uv0 = VSInput.uv0;
PSInput.uv1 = VSInput.uv1;
PSInput.color = VSInput.color;
#ifdef AS_ENTITY_RENDERER
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(VSInput.position, 1));
PSInput.instanceID = i;
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#endif
float3 worldPos = PSInput.position;
#else
float3 worldPos = (VSInput.position.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
// Transform to view space before projection instead of all at once to avoid floating point errors
// Not required for entities because they are already offset by camera translation before rendering
// World position here is calculated above and can get huge
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul(WORLDVIEW_STEREO[i], float4(worldPos, 1 ));
PSInput.position = mul(PROJ_STEREO[i], PSInput.position);
PSInput.instanceID = i;
#else
PSInput.position = mul(WORLDVIEW, float4( worldPos, 1 ));
PSInput.position = mul(PROJ, PSInput.position);
#endif
#endif
///// find distance from the camera
#if defined(FOG) || defined(NEAR_WATER)
#ifdef FANCY
float3 relPos = -worldPos;
float cameraDepth = length(relPos);
#ifdef NEAR_WATER
PSInput.cameraDist = cameraDepth / FAR_CHUNKS_DISTANCE;
#endif
#else
float cameraDepth = PSInput.position.z;
#ifdef NEAR_WATER
float3 relPos = -worldPos;
float cameraDist = length(relPos);
PSInput.cameraDist = cameraDist / FAR_CHUNKS_DISTANCE;
#endif
#endif
#endif
///// apply fog
#ifdef FOG
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += CURRENT_COLOR.r;
#endif
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp((len - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
///// water magic
#ifdef NEAR_WATER
#ifdef FANCY /////enhance water
float F = dot(normalize(relPos), UNIT_Y);
F = 1.0 - max(F, 0.1);
F = 1.0 - lerp(F*F*F*F, 1.0, min(1.0, cameraDepth / FAR_CHUNKS_DISTANCE));
PSInput.color.rg -= float2(float(F * DIST_DESATURATION).xx);
float4 depthColor = float4(PSInput.color.rgb * 0.5, 1.0);
float4 traspColor = float4(PSInput.color.rgb * 0.45, 0.8);
float4 surfColor = float4(PSInput.color.rgb, 1.0);
float4 nearColor = lerp(traspColor, depthColor, PSInput.color.a);
PSInput.color = lerp(surfColor, nearColor, F);
#else
PSInput.color.a = PSInput.position.z / FAR_CHUNKS_DISTANCE + 0.5;
#endif //FANCY
#endif
}