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openmw-tes3mp/files/water/water.cg

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void main_vp
(
in float4 iPos : POSITION
, in float2 iUv : TEXCOORD0
, out float4 oPos : POSITION
, out float3 oScreenCoords : TEXCOORD0
, out float2 oUv : TEXCOORD1
, out float oDepth : TEXCOORD2
, out float4 oEyeVector : TEXCOORD3
, uniform float4x4 wvpMat
, uniform float4 camPosObjSpace
)
{
oPos = mul(wvpMat, iPos);
oUv = iUv * 10; // uv scale
oDepth = oPos.z;
float4x4 scalemat = float4x4( 0.5, 0, 0, 0.5,
0, -0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1 );
float4 texcoordProj = mul(scalemat, oPos);
oScreenCoords = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
oEyeVector = camPosObjSpace - iPos;
}
void main_fp
(
out float4 oColor : COLOR
, in float3 iScreenCoords : TEXCOORD0
, in float2 iUv : TEXCOORD1
, in float iDepth : TEXCOORD2
, in float4 iEyeVector : TEXCOORD3
, uniform float renderTargetFlipping
, uniform float4 lightPosObjSpace0
, uniform float4 lightSpecularColour0
, uniform sampler2D reflectionMap : register(s0)
, uniform sampler2D refractionMap : register(s1)
, uniform sampler2D depthMap : register(s2)
, uniform sampler2D normalMap : register(s3)
, uniform float time
, uniform float far
, uniform float4 fogParams
, uniform float4 fogColour
, uniform float isUnderwater
)
{
float2 screenCoords = iScreenCoords.xy / iScreenCoords.z;
screenCoords.y = (1-saturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
// No need for transparency since we are using a refraction map
oColor.a = 1;
// Sample screen-space depth map and subtract pixel depth to get the real water depth
float depthTex = tex2D(depthMap, screenCoords).r;
float depth1 = depthTex * far - iDepth;
depth1 = saturate(depth1 / 500.f);
// Simple wave effect. to be replaced by something better
float2 uv1 = iUv + time * float2(0.5, 0);
float2 uv2 = iUv + time * float2(0, 0.5);
float2 uv3 = iUv + time * float2(-0.5, 0);
float2 uv4 = iUv + time * float2(0, -0.5);
float4 normal = tex2D(normalMap, uv1) + tex2D(normalMap, uv2) + tex2D(normalMap, uv3) + tex2D(normalMap, uv4);
normal = normal / 4.f;
normal = 2*normal - 1;
float2 screenCoords_reflect = screenCoords + normal.yx * 0.05;
float2 screenCoords_refract = screenCoords + normal.yx * 0.05 * depth1;
// Sample depth again with the refracted coordinates
depthTex = tex2D(depthMap, screenCoords_refract).r;
float depth2 = (depthTex * far - iDepth) / 500.f;
depth2 = (depthTex == 0 ? 1 : depth2);
// if depth2 is less than 0, this means we would refract something which is above water,
// which we don't want to - so in that case, don't refract
if (depth2 < 0.25) // delta due to inaccuracies
{
screenCoords_refract = screenCoords;
depth2 = depth1;
}
depth2 = saturate(depth2);
float4 reflection = tex2D(reflectionMap, screenCoords_reflect);
float4 refraction = tex2D(refractionMap, screenCoords_refract);
// tangent to object space
normal.xyz = normal.xzy;
iEyeVector.xyz = normalize(iEyeVector.xyz);
// fresnel
float facing = 1.0 - max(abs(dot(iEyeVector.xyz, normal.xyz)), 0);
float reflectionFactor = saturate(0.35 + 0.65 * pow(facing, 2));
// specular
float3 lightDir = normalize(lightPosObjSpace0.xyz); // assumes that light 0 is a directional light
float3 halfVector = normalize(iEyeVector + lightDir);
float specular = pow(max(dot(normal.xyz, halfVector.xyz), 0), 64);
float opacity = depth2 * saturate(reflectionFactor + specular);
opacity *= (1-isUnderwater);
reflection.xyz += lightSpecularColour0.xyz * specular;
oColor.xyz = lerp(refraction.xyz, reflection.xyz, opacity);
oColor.xyz += isUnderwater * float3(0, 0.35, 0.35); // underwater tint color
oColor.xyz = lerp(oColor.xyz, float3(0, 0.65, 0.65), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
// add fog
//float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
//oColor.xyz = lerp(oColor.xyz, fogColour, fogValue);
}