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