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