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@ -50,6 +50,13 @@
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// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define RIPPLES 1
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#define REFRACTION @shGlobalSettingBool(refraction)
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@ -64,6 +71,23 @@
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shOutput(float4, position)
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shOutput(float, depthPassthrough)
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#if SHADOWS
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shOutput(float4, lightSpacePos0)
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shOutput(float4, lightSpacePos@shIterator)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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@ -88,6 +112,17 @@
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position = shInputPosition;
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depthPassthrough = shOutputPosition.z;
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#if SHADOWS
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lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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@shForeach(3)
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lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shEndForeach
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#endif
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}
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#else
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@ -186,10 +221,47 @@
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
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#if SHADOWS
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shInput(float4, lightSpacePos0)
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shInput(float4, lightSpacePos@shIterator)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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SH_START_PROGRAM
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{
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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@ -244,7 +316,7 @@
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float3 llR = reflect(lVec, pNormal);
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float s = shSaturate(dot(lR, vVec)*2.0-1.2);
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float lightScatter = shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
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float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
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float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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// fresnel
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@ -267,7 +339,7 @@
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#endif
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// specular
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS);
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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#if REFRACTION
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shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
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