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110 lines
3.3 KiB
110 lines
3.3 KiB
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b] [= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] |
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] |
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// STATIC: "BASETEXTURE" "0..1" |
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// STATIC: "MULTITEXTURE" "0..1" |
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// STATIC: "REFLECT" "0..1" |
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// STATIC: "REFRACT" "0..1" |
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// STATIC: "ABOVEWATER" "0..1" |
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// STATIC: "BLURRY_REFRACT" "0..1" [ps20b] |
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// When we turn NORMAL_DECODE_MODE on, this shader only needs 0..1, not 0..2 |
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX] |
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC] |
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// DYNAMIC: "PIXELFOGTYPE" "0..1" |
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] |
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] |
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// SKIP: $MULTITEXTURE && $BASETEXTURE |
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#if defined(SHADER_MODEL_PS_2_0) |
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# define BLURRY_REFRACT 0 |
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# define WRITE_DEPTH_TO_DESTALPHA 0 |
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#endif |
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#include "water_ps2x_helper.h" |
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sampler RefractSampler : register( s0 ); |
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#if BASETEXTURE |
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sampler BaseTextureSampler : register( s1 ); |
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#endif |
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sampler ReflectSampler : register( s2 ); |
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#if BASETEXTURE |
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sampler LightmapSampler : register( s3 ); |
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#endif |
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sampler NormalSampler : register( s4 ); |
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const HALF4 vRefractTint : register( c1 ); |
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const HALF4 vReflectTint : register( c4 ); |
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const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale |
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const HALF4 g_WaterFogColor : register( c6 ); |
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const HALF4 g_WaterFogParams : register( c7 ); |
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const float4 g_PixelFogParams : register( c8 ); |
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#define g_WaterFogStart g_WaterFogParams.x |
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#define g_WaterFogEndMinusStart g_WaterFogParams.y |
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#define g_Reflect_OverBright g_WaterFogParams.z |
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struct PS_INPUT |
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{ |
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float2 vBumpTexCoord : TEXCOORD0; |
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half3 vTangentEyeVect : TEXCOORD1; |
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float4 vReflectXY_vRefractYX : TEXCOORD2; |
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float W : TEXCOORD3; |
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float4 vProjPos : TEXCOORD4; |
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float screenCoord : TEXCOORD5; |
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#if MULTITEXTURE |
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float4 vExtraBumpTexCoord : TEXCOORD6; |
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#endif |
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#if BASETEXTURE |
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// CENTROID: TEXCOORD6 |
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HALF4 lightmapTexCoord1And2 : TEXCOORD6; |
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// CENTROID: TEXCOORD7 |
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HALF4 lightmapTexCoord3 : TEXCOORD7; |
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#endif |
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float4 fogFactorW : COLOR1; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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DrawWater_params_t params; |
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params.vBumpTexCoord = i.vBumpTexCoord; |
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#if MULTITEXTURE |
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params.vExtraBumpTexCoord = i.vExtraBumpTexCoord; |
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#endif |
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params.vReflectXY_vRefractYX = i.vReflectXY_vRefractYX; |
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params.w = i.W; |
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params.vReflectRefractScale = g_ReflectRefractScale; |
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params.fReflectOverbright = g_Reflect_OverBright; |
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params.vReflectTint = vReflectTint; |
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params.vRefractTint = vRefractTint; |
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params.vTangentEyeVect = i.vTangentEyeVect; |
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params.waterFogColor = g_WaterFogColor; |
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#if BASETEXTURE |
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params.lightmapTexCoord1And2 = i.lightmapTexCoord1And2; |
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params.lightmapTexCoord3 = i.lightmapTexCoord3; |
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#endif |
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params.vProjPos = i.vProjPos; |
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params.pixelFogParams = g_PixelFogParams; |
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params.fWaterFogStart = g_WaterFogStart; |
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params.fWaterFogEndMinusStart = g_WaterFogEndMinusStart; |
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float4 result; |
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float fogFactor; |
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DrawWater( params, |
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// yay. . can't put sampler in a struct. |
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#if BASETEXTURE |
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BaseTextureSampler, |
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LightmapSampler, |
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#endif |
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NormalSampler, RefractSampler, ReflectSampler, |
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result, fogFactor ); |
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return FinalOutput( float4( result.rgb, 1.0f ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z ); |
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} |
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