mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-22 13:22:20 +01:00
125 lines
3.8 KiB
HLSL
125 lines
3.8 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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#ifndef BYPASS_PIXEL_SHADER
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snorm float2 colorLookupUV : TEXCOORD_0_FB_MSAA;
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float2 parallaxUV : TEXCOORD_1_FB_MSAA;
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float4 encodedPlane : PLANE_INFO;
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// lpfloat4 color : COLOR;
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// float3 eyePositionInWorld : EYE_POS;
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// float3 surfacePositionInWorld : SURFACE_POS;
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#ifdef FOG
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float4 fogColor : FOG_COLOR;
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#endif
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#endif
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#ifdef GEOMETRY_INSTANCEDSTEREO
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uint instanceID : SV_InstanceID;
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#endif
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#ifdef VERTEXSHADER_INSTANCEDSTEREO
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uint renTarget_id : SV_RenderTargetArrayIndex;
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#endif
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};
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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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static const float MAX_LAYER_DEPTH = 32.0;
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void main(in VS_Input VSInput, out PS_Input PSInput) {
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///// Vertex Transformation
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float3 worldPos = (VSInput.position.xyz * CHUNK_ORIGIN_AND_SCALE.w) + CHUNK_ORIGIN_AND_SCALE.xyz;
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float3 viewRay = worldPos.xyz;
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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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viewRay -= WORLDVIEW_STEREO[i]._m30_m31_m32;
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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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#ifdef GEOMETRY_INSTANCEDSTEREO
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PSInput.instanceID = VSInput.instanceID;
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#endif
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#ifdef VERTEXSHADER_INSTANCEDSTEREO
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PSInput.renTarget_id = VSInput.instanceID;
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#endif
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#ifndef BYPASS_PIXEL_SHADER
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PSInput.encodedPlane = VSInput.color;
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PSInput.colorLookupUV = VSInput.uv0;
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///// Decode Input Values
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// Decode parallax plane data
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const float4 planeData = (PSInput.encodedPlane - float4(0.5, 0.5, 0.5, 0.0)) * float4(2.0, 2.0, 2.0, MAX_LAYER_DEPTH);
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const float3 planeNormal = planeData.rgb;
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const float planeDistance = planeData.a;
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///// Ray-cast for parallax-offset UV
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// Perform ray-plane intersection to find the position on the parallax plane
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float t = dot(viewRay - (planeNormal * planeDistance), planeNormal) / dot(viewRay, planeNormal);
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float3 parallaxPositionInWorld = (t * viewRay) + VIEW_POS;
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///// Ridiculous UV-remapping
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const float3 normalMask = abs(planeNormal);
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// Since all normals are orthonormal on <x,y,z>, mask out the correct uv result
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float2 raycastUV = parallaxPositionInWorld.yz * normalMask[0];
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raycastUV += parallaxPositionInWorld.xz * normalMask[1];
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raycastUV += parallaxPositionInWorld.xy * normalMask[2];
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// Scale the UVs to Minecraft pixel size
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raycastUV = raycastUV / 16.0;
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///// Color Lookup
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const float rotor = 3.1415926535897 * (5.0 / 7.0);
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float rotS = sin(planeDistance * rotor);
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float rotC = cos(planeDistance * rotor);
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PSInput.parallaxUV = mul(float2x2(float2(rotC, rotS), float2(-rotS, rotC)), raycastUV);
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///// UV Scrolling
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// Offset rotation based on a value unique to the layer
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PSInput.parallaxUV += float2(rotC, rotS) * planeDistance;
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PSInput.parallaxUV.y += TIME / 256.0;
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const float modVal = 64.0;
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PSInput.parallaxUV = fmod(PSInput.parallaxUV, modVal);
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///// Fog
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#ifdef FOG
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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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#else
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float cameraDepth = PSInput.position.z;
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#endif
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float len = cameraDepth / RENDER_DISTANCE;
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#ifdef ALLOW_FADE
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len += RENDER_CHUNK_FOG_ALPHA.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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#endif
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}
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