mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
384 lines
14 KiB
HLSL
384 lines
14 KiB
HLSL
//-----------------------------------------------------------------------------
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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 "../shaderModelAutoGen.hlsl"
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#include "../torque.hlsl"
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//-----------------------------------------------------------------------------
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// Defines
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//-----------------------------------------------------------------------------
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#define PIXEL_DIST IN.rippleTexCoord2.z
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// miscParams
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#define FRESNEL_BIAS miscParams[0]
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#define FRESNEL_POWER miscParams[1]
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// miscParams[2] is unused
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#define ISRIVER miscParams[3]
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// reflectParams
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#define REFLECT_PLANE_Z reflectParams[0]
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#define REFLECT_MIN_DIST reflectParams[1]
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#define REFLECT_MAX_DIST reflectParams[2]
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#define NO_REFLECT reflectParams[3]
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// fogParams
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#define FOG_DENSITY fogParams[0]
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#define FOG_DENSITY_OFFSET fogParams[1]
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// wetnessParams
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#define WET_DEPTH wetnessParams[0]
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#define WET_COLOR_FACTOR wetnessParams[1]
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// distortionParams
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#define DISTORT_START_DIST distortionParams[0]
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#define DISTORT_END_DIST distortionParams[1]
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#define DISTORT_FULL_DEPTH distortionParams[2]
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// foamParams
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#define FOAM_OPACITY foamParams[0]
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#define FOAM_MAX_DEPTH foamParams[1]
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#define FOAM_AMBIENT_LERP foamParams[2]
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#define FOAM_RIPPLE_INFLUENCE foamParams[3]
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// specularParams
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#define SPEC_POWER specularParams[3]
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#define SPEC_COLOR specularParams.xyz
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
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float4 rippleTexCoord01 : TEXCOORD0;
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// xy is TexCoord 2 for ripple texture lookup
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// z is the Worldspace unit distance/depth of this vertex/pixel
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// w is amount of the crestFoam ( more at crest of waves ).
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float4 rippleTexCoord2 : TEXCOORD1;
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// Screenspace vert position BEFORE wave transformation
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float4 posPreWave : TEXCOORD2;
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// Screenspace vert position AFTER wave transformation
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float4 posPostWave : TEXCOORD3;
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// Objectspace vert position BEFORE wave transformation
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// w coord is world space z position.
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float4 objPos : TEXCOORD4;
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float4 foamTexCoords : TEXCOORD5;
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float3x3 tangentMat : TEXCOORD6;
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};
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//-----------------------------------------------------------------------------
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// approximate Fresnel function
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//-----------------------------------------------------------------------------
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float fresnel(float NdotV, float bias, float power)
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{
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return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
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}
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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TORQUE_UNIFORM_SAMPLER2D(bumpMap,0);
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
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TORQUE_UNIFORM_SAMPLER2D(reflectMap, 2);
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TORQUE_UNIFORM_SAMPLER2D(refractBuff, 3);
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TORQUE_UNIFORM_SAMPLERCUBE(skyMap, 4);
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TORQUE_UNIFORM_SAMPLER2D(foamMap, 5);
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TORQUE_UNIFORM_SAMPLER1D(depthGradMap, 6);
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uniform float4 specularParams;
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uniform float4 baseColor;
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uniform float4 miscParams;
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uniform float2 fogParams;
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uniform float4 reflectParams;
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uniform float3 reflectNormal;
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uniform float2 wetnessParams;
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uniform float farPlaneDist;
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uniform float3 distortionParams;
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uniform float4 foamParams;
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uniform float3 ambientColor;
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uniform float3 eyePos; // This is in object space!
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uniform float3 fogData;
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uniform float4 fogColor;
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uniform float4 rippleMagnitude;
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uniform float4 rtParams1;
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uniform float depthGradMax;
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uniform float3 inLightVec;
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uniform float4x4 modelMat;
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uniform float4 sunColor;
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uniform float sunBrightness;
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uniform float reflectivity;
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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// Get the bumpNorm...
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float3 bumpNorm = ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
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bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
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bumpNorm += ( TORQUE_TEX2D( bumpMap, IN.rippleTexCoord2.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
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bumpNorm = normalize( bumpNorm );
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bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w );
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bumpNorm = mul( bumpNorm, IN.tangentMat );
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// Get depth of the water surface (this pixel).
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// Convert from WorldSpace to EyeSpace.
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float pixelDepth = PIXEL_DIST / farPlaneDist;
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float2 prepassCoord = viewportCoordToRenderTarget( IN.posPostWave, rtParams1 );
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float startDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w;
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// The water depth in world units of the undistorted pixel.
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float startDelta = ( startDepth - pixelDepth );
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startDelta = max( startDelta, 0.0 );
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startDelta *= farPlaneDist;
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// Calculate the distortion amount for the water surface.
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//
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// We subtract a little from it so that we don't
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// distort where the water surface intersects the
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// camera near plane.
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float distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
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// Scale down distortion in shallow water.
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distortAmt *= saturate( startDelta / DISTORT_FULL_DEPTH );
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// Do the intial distortion... we might remove it below.
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float2 distortDelta = bumpNorm.xy * distortAmt;
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float4 distortPos = IN.posPostWave;
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distortPos.xy += distortDelta;
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prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
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// Get prepass depth at the position of this distorted pixel.
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float prepassDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w;
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if ( prepassDepth > 0.99 )
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prepassDepth = 5.0;
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float delta = ( prepassDepth - pixelDepth ) * farPlaneDist;
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if ( delta < 0.0 )
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{
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// If we got a negative delta then the distorted
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// sample is above the water surface. Mask it out
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// by removing the distortion.
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distortPos = IN.posPostWave;
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delta = startDelta;
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distortAmt = 0;
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}
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else
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{
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float diff = ( prepassDepth - startDepth ) * farPlaneDist;
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if ( diff < 0 )
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{
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distortAmt = saturate( ( PIXEL_DIST - DISTORT_START_DIST ) / DISTORT_END_DIST );
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distortAmt *= saturate( delta / DISTORT_FULL_DEPTH );
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distortDelta = bumpNorm.xy * distortAmt;
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distortPos = IN.posPostWave;
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distortPos.xy += distortDelta;
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prepassCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
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// Get prepass depth at the position of this distorted pixel.
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prepassDepth = TORQUE_PREPASS_UNCONDITION( prepassTex, prepassCoord ).w;
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if ( prepassDepth > 0.99 )
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prepassDepth = 5.0;
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delta = ( prepassDepth - pixelDepth ) * farPlaneDist;
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}
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if ( delta < 0.1 )
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{
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// If we got a negative delta then the distorted
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// sample is above the water surface. Mask it out
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// by removing the distortion.
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distortPos = IN.posPostWave;
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delta = startDelta;
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distortAmt = 0;
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}
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}
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float4 temp = IN.posPreWave;
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temp.xy += bumpNorm.xy * distortAmt;
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float2 reflectCoord = viewportCoordToRenderTarget( temp, rtParams1 );
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float2 refractCoord = viewportCoordToRenderTarget( distortPos, rtParams1 );
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float4 fakeColor = float4(ambientColor,1);
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float3 eyeVec = IN.objPos.xyz - eyePos;
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eyeVec = mul( (float3x3)modelMat, eyeVec );
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eyeVec = mul( IN.tangentMat, eyeVec );
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float3 reflectionVec = reflect( eyeVec, bumpNorm );
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// Use fakeColor for ripple-normals that are angled towards the camera
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eyeVec = -eyeVec;
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eyeVec = normalize( eyeVec );
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float ang = saturate( dot( eyeVec, bumpNorm ) );
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float fakeColorAmt = ang;
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// for verts far from the reflect plane z position
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float rplaneDist = abs( REFLECT_PLANE_Z - IN.objPos.w );
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rplaneDist = saturate( ( rplaneDist - 1.0 ) / 2.0 );
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rplaneDist *= ISRIVER;
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fakeColorAmt = max( fakeColorAmt, rplaneDist );
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#ifndef UNDERWATER
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// Get foam color and amount
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float2 foamRippleOffset = bumpNorm.xy * FOAM_RIPPLE_INFLUENCE;
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IN.foamTexCoords.xy += foamRippleOffset;
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IN.foamTexCoords.zw += foamRippleOffset;
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float4 foamColor = TORQUE_TEX2D( foamMap, IN.foamTexCoords.xy );
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foamColor += TORQUE_TEX2D( foamMap, IN.foamTexCoords.zw );
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foamColor = saturate( foamColor );
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// Modulate foam color by ambient color
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// so we don't have glowing white foam at night.
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foamColor.rgb = lerp( foamColor.rgb, ambientColor.rgb, FOAM_AMBIENT_LERP );
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float foamDelta = saturate( delta / FOAM_MAX_DEPTH );
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float foamAmt = 1 - pow( foamDelta, 2 );
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// Fade out the foam in very very low depth,
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// this improves the shoreline a lot.
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float diff = 0.8 - foamAmt;
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if ( diff < 0.0 )
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foamAmt -= foamAmt * abs( diff ) / 0.2;
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foamAmt *= FOAM_OPACITY * foamColor.a;
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foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
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// Get reflection map color.
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float4 refMapColor = TORQUE_TEX2D( reflectMap, reflectCoord );
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// If we do not have a reflection texture then we use the cubemap.
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refMapColor = lerp( refMapColor, TORQUE_TEXCUBE( skyMap, reflectionVec ), NO_REFLECT );
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fakeColor = ( TORQUE_TEXCUBE( skyMap, reflectionVec ) );
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fakeColor.a = 1;
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// Combine reflection color and fakeColor.
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float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt );
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// Get refract color
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float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) );
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// We darken the refraction color a bit to make underwater
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// elements look wet. We fade out this darkening near the
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// surface in order to not have hard water edges.
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// @param WET_DEPTH The depth in world units at which full darkening will be recieved.
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// @param WET_COLOR_FACTOR The refract color is scaled down by this amount when at WET_DEPTH
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refractColor.rgb *= 1.0f - ( saturate( delta / WET_DEPTH ) * WET_COLOR_FACTOR );
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// Add Water fog/haze.
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float fogDelta = delta - FOG_DENSITY_OFFSET;
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if ( fogDelta < 0.0 )
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fogDelta = 0.0;
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float fogAmt = 1.0 - saturate( exp( -FOG_DENSITY * fogDelta ) );
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// Calculate the water "base" color based on depth.
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float4 waterBaseColor = baseColor * TORQUE_TEX1D( depthGradMap, saturate( delta / depthGradMax ) );
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waterBaseColor = toLinear(waterBaseColor);
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// Modulate baseColor by the ambientColor.
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waterBaseColor *= float4( ambientColor.rgb, 1 );
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// calc "diffuse" color by lerping from the water color
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// to refraction image based on the water clarity.
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float4 diffuseColor = lerp( refractColor, waterBaseColor, fogAmt );
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// fresnel calculation
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float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
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// Scale the frensel strength by fog amount
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// so that parts that are very clear get very little reflection.
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fresnelTerm *= fogAmt;
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// Also scale the frensel by our distance to the
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// water surface. This removes the hard reflection
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// when really close to the water surface.
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fresnelTerm *= saturate( PIXEL_DIST - 0.1 );
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fresnelTerm *= reflectivity;
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// Combine the diffuse color and reflection image via the
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// fresnel term and set out output color.
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float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm );
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float3 lightVec = inLightVec;
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// Get some specular reflection.
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float3 newbump = bumpNorm;
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newbump.xy *= 3.5;
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newbump = normalize( newbump );
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float3 halfAng = normalize( eyeVec + -lightVec );
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float specular = saturate( dot( newbump, halfAng ) );
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specular = pow( specular, SPEC_POWER );
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// Scale down specularity in very shallow water to improve the transparency of the shoreline.
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specular *= saturate( delta / 2 );
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OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx );
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#else
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float4 refractColor = hdrDecode( TORQUE_TEX2D( refractBuff, refractCoord ) );
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float4 OUT = refractColor;
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#endif
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#ifndef UNDERWATER
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OUT.rgb = OUT.rgb + foamColor.rgb;
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float factor = computeSceneFog( eyePos,
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IN.objPos.xyz,
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IN.objPos.w,
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fogData.x,
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fogData.y,
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fogData.z );
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OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
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//OUT.rgb = fogColor.rgb;
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#endif
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OUT.a = 1.0;
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//return OUT;
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return hdrEncode( OUT );
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}
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