Files
2026-03-08 15:34:38 -05:00

125 lines
3.8 KiB
HLSL

#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;
#ifndef BYPASS_PIXEL_SHADER
snorm float2 colorLookupUV : TEXCOORD_0_FB_MSAA;
float2 parallaxUV : TEXCOORD_1_FB_MSAA;
float4 encodedPlane : PLANE_INFO;
// lpfloat4 color : COLOR;
// float3 eyePositionInWorld : EYE_POS;
// float3 surfacePositionInWorld : SURFACE_POS;
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#endif
#ifdef GEOMETRY_INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
uint renTarget_id : SV_RenderTargetArrayIndex;
#endif
};
static const float DIST_DESATURATION = 56.0 / 255.0; //WARNING this value is also hardcoded in the water color, don'tchange
static const float MAX_LAYER_DEPTH = 32.0;
void main(in VS_Input VSInput, out PS_Input PSInput) {
///// Vertex Transformation
float3 worldPos = (VSInput.position.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
float3 viewRay = worldPos.xyz;
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul(WORLDVIEW_STEREO[i], float4(worldPos, 1 ));
PSInput.position = mul(PROJ_STEREO[i], PSInput.position);
viewRay -= WORLDVIEW_STEREO[i]._m30_m31_m32;
#else
PSInput.position = mul(WORLDVIEW, float4( worldPos, 1 ));
PSInput.position = mul(PROJ, PSInput.position);
#endif
#ifdef GEOMETRY_INSTANCEDSTEREO
PSInput.instanceID = VSInput.instanceID;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
PSInput.renTarget_id = VSInput.instanceID;
#endif
#ifndef BYPASS_PIXEL_SHADER
PSInput.encodedPlane = VSInput.color;
PSInput.colorLookupUV = VSInput.uv0;
///// Decode Input Values
// Decode parallax plane data
const float4 planeData = (PSInput.encodedPlane - float4(0.5, 0.5, 0.5, 0.0)) * float4(2.0, 2.0, 2.0, MAX_LAYER_DEPTH);
const float3 planeNormal = planeData.rgb;
const float planeDistance = planeData.a;
///// Ray-cast for parallax-offset UV
// Perform ray-plane intersection to find the position on the parallax plane
float t = dot(viewRay - (planeNormal * planeDistance), planeNormal) / dot(viewRay, planeNormal);
float3 parallaxPositionInWorld = (t * viewRay) + VIEW_POS;
///// Ridiculous UV-remapping
const float3 normalMask = abs(planeNormal);
// Since all normals are orthonormal on <x,y,z>, mask out the correct uv result
float2 raycastUV = parallaxPositionInWorld.yz * normalMask[0];
raycastUV += parallaxPositionInWorld.xz * normalMask[1];
raycastUV += parallaxPositionInWorld.xy * normalMask[2];
// Scale the UVs to Minecraft pixel size
raycastUV = raycastUV / 16.0;
///// Color Lookup
const float rotor = 3.1415926535897 * (5.0 / 7.0);
float rotS = sin(planeDistance * rotor);
float rotC = cos(planeDistance * rotor);
PSInput.parallaxUV = mul(float2x2(float2(rotC, rotS), float2(-rotS, rotC)), raycastUV);
///// UV Scrolling
// Offset rotation based on a value unique to the layer
PSInput.parallaxUV += float2(rotC, rotS) * planeDistance;
PSInput.parallaxUV.y += TIME / 256.0;
const float modVal = 64.0;
PSInput.parallaxUV = fmod(PSInput.parallaxUV, modVal);
///// Fog
#ifdef FOG
#ifdef FANCY
float3 relPos = -worldPos;
float cameraDepth = length(relPos);
#else
float cameraDepth = PSInput.position.z;
#endif
float len = cameraDepth / RENDER_DISTANCE;
#ifdef ALLOW_FADE
len += RENDER_CHUNK_FOG_ALPHA.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
#endif
}