#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 }