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New PostFx (Underwater, Turbulence, and Camera Based Motion Blur)
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../postFx.hlsl"
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#include "shadergen:/autogenConditioners.h"
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uniform float3 eyePosWorld;
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uniform float4 rtParams0;
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uniform float4 waterFogPlane;
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uniform float accumTime;
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float4 main( PFXVertToPix IN,
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uniform sampler2D prepassTex :register(S0),
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uniform sampler2D causticsTex0 :register(S1),
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uniform sampler2D causticsTex1 :register(S2),
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uniform float2 targetSize : register(C0) ) : COLOR
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{
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//Sample the pre-pass
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float2 prepassCoord = ( IN.uv0.xy * rtParams0.zw ) + rtParams0.xy;
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float4 prePass = prepassUncondition( prepassTex, prepassCoord );
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//Get depth
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float depth = prePass.w;
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clip( 0.9999 - depth );
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//Get world position
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float3 pos = eyePosWorld + IN.wsEyeRay * depth;
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//Use world position X and Y to calculate caustics UV
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float2 causticsUV0 = (abs(pos.xy * 0.25) % float2(1, 1));
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float2 causticsUV1 = (abs(pos.xy * 0.2) % float2(1, 1));
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//Animate uvs
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float timeSin = sin(accumTime);
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causticsUV0.xy += float2(accumTime*0.1, timeSin*0.2);
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causticsUV1.xy -= float2(accumTime*0.15, timeSin*0.15);
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//Sample caustics texture
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float4 caustics = tex2D(causticsTex0, causticsUV0);
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caustics *= tex2D(causticsTex1, causticsUV1);
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//Use normal Z to modulate caustics
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float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
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caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
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return caustics;
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}
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