#include "shaderCommon.h" #define ENABLE_SIMPLE_FLUID 1 cbuffer constBuf : register(b0) { FluidShaderConst gParams; }; Texture2D depthTex : register(t0); Texture2D sceneTex : register(t1); Texture2D shadowTex : register(t2); // shadow map SamplerState texSampler : register(s0); SamplerComparisonState shadowSampler : register(s1); // texture sample used to sample depth from shadow texture in this sample // sample shadow map float shadowSample(float3 worldPos, out float attenuation) { #if 0 attenuation = 0.0f; return 0.5; #else float4 pos = mul(gParams.lightTransform, float4(worldPos + gParams.lightDir*0.15, 1.0)); pos /= pos.w; float3 uvw = (pos.xyz * float3(0.5, 0.5, 1.0)) + float3(0.5, 0.5, 0.0); attenuation = max(smoothstep(gParams.spotMax, gParams.spotMin, dot(pos.xy, pos.xy)), 0.05); // user clip if (uvw.x < 0.0 || uvw.x > 1.0) return 1.0; if (uvw.y < 0.0 || uvw.y > 1.0) return 1.0; float s = 0.0; float radius = 0.002; uvw.y = 1.0f - uvw.y; [unroll] for (int i = 0; i < 8; i++) { float2 shadowTaps = gParams.shadowTaps[i].xy; shadowTaps.y = 1.0f - shadowTaps.y; s += shadowTex.SampleCmp(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); } s /= 8.0; return s; #endif } float3 viewportToEyeSpace(float2 coord, float eyeZ) { float2 clipPosToEye = gParams.clipPosToEye.xy; // find position at z=1 plane //float2 uv = (coord * 2.0 - float2(1.0, 1.0)) * clipPosToEye; float2 uv = float2(coord.x*2.0f-1.0f, (1.0f-coord.y)*2.0f - 1.0f)*clipPosToEye; return float3(-uv * eyeZ, eyeZ); } float3 srgbToLinear(float3 c) { const float v = 2.2; return pow(c, float3(v, v, v)); } float3 linearToSrgb(float3 c) { const float v = 1.0 / 2.2; return pow(c, float3(v, v, v)); } float sqr(float x) { return x*x; } float cube(float x) { return x*x*x; } float4 compositePS(PassthroughVertexOut input, out float depthOut : SV_DEPTH) : SV_TARGET { const float4x4 projectionMatrix = gParams.projection; const float4x4 modelViewMatrix = gParams.modelView; const float4x4 modelViewMatrixInverse = gParams.inverseModelView; const float2 invTexScale = gParams.invTexScale.xy; const float3 lightDir = gParams.lightDir; const float3 lightPos = gParams.lightPos; const float spotMin = gParams.spotMin; const float spotMax = gParams.spotMax; const float ior = gParams.ior; const float4 color = gParams.color; // flip uv y-coordinate float2 uvCoord = float2(input.texCoord.x, 1.0f-input.texCoord.y); float eyeZ = depthTex.Sample(texSampler, uvCoord).x; if (eyeZ >= 0.0) discard; // reconstruct eye space pos from depth float3 eyePos = viewportToEyeSpace(uvCoord, eyeZ); // finite difference approx for normals, can't take dFdx because // the one-sided difference is incorrect at shape boundaries float3 zl = eyePos - viewportToEyeSpace(uvCoord - float2(invTexScale.x, 0.0), depthTex.Sample(texSampler, uvCoord - float2(invTexScale.x, 0.0)).x); float3 zr = viewportToEyeSpace(uvCoord + float2(invTexScale.x, 0.0), depthTex.Sample(texSampler, uvCoord + float2(invTexScale.x, 0.0)).x) - eyePos; float3 zt = viewportToEyeSpace(uvCoord + float2(0.0, invTexScale.y), depthTex.Sample(texSampler, uvCoord + float2(0.0, invTexScale.y)).x) - eyePos; float3 zb = eyePos - viewportToEyeSpace(uvCoord - float2(0.0, invTexScale.y), depthTex.Sample(texSampler, uvCoord - float2(0.0, invTexScale.y)).x); float3 dx = zl; float3 dy = zt; if (abs(zr.z) < abs(zl.z)) dx = zr; if (abs(zb.z) < abs(zt.z)) dy = zb; //float3 dx = ddx(eyePos.xyz); //float3 dy = -ddy(eyePos.xyz); float4 worldPos = mul(modelViewMatrixInverse, float4(eyePos, 1.0)); float attenuation; float shadow = shadowSample(worldPos.xyz, attenuation); float3 l = mul(modelViewMatrix, float4(lightDir, 0.0)).xyz; float3 v = -normalize(eyePos); float3 n = -normalize(cross(dx, dy)); // sign difference from texcoord coordinate difference between OpenGL float3 h = normalize(v + l); float3 skyColor = float3(0.1, 0.2, 0.4)*1.2; float3 groundColor = float3(0.1, 0.1, 0.2); float fresnel = 0.1 + (1.0 - 0.1)*cube(1.0 - max(dot(n, v), 0.0)); float3 lVec = normalize(worldPos.xyz - lightPos); float ln = dot(l, n)*attenuation; float3 rEye = reflect(-v, n).xyz; float3 rWorld = mul(modelViewMatrixInverse, float4(rEye, 0.0)).xyz; float2 texScale = float2(0.75, 1.0); // to account for backbuffer aspect ratio (todo: pass in) float refractScale = ior*0.025; float reflectScale = ior*0.1; // attenuate refraction near ground (hack) refractScale *= smoothstep(0.1, 0.4, worldPos.y); float2 refractCoord = uvCoord + n.xy*refractScale*texScale; // read thickness from refracted coordinate otherwise we get halos around objectsw float thickness = 0.8f;//max(texture2D(thicknessTex, refractCoord).x, 0.3); //vec3 transmission = exp(-(vec3(1.0)-color.xyz)*thickness); float3 transmission = (1.0 - (1.0 - color.xyz)*thickness*0.8)*color.w; float3 refract = sceneTex.Sample(texSampler, refractCoord).xyz*transmission; float2 sceneReflectCoord = uvCoord - rEye.xy*texScale*reflectScale / eyePos.z; float3 sceneReflect = sceneTex.Sample(texSampler, sceneReflectCoord).xyz*shadow; //vec3 planarReflect = texture2D(reflectTex, gl_TexCoord[0].xy).xyz; float3 planarReflect = float3(0.0, 0.0, 0.0); // fade out planar reflections above the ground //float3 reflect = lerp(planarReflect, sceneReflect, smoothstep(0.05, 0.3, worldPos.y)) + lerp(groundColor, skyColor, smoothstep(0.15, 0.25, rWorld.y)*shadow); float3 reflect = sceneReflect + lerp(groundColor, skyColor, smoothstep(0.15, 0.25, rWorld.y)*shadow); // lighting float3 diffuse = color.xyz * lerp(float3(0.29, 0.379, 0.59), float3(1.0, 1.0, 1.0), (ln*0.5 + 0.5)*max(shadow, 0.4))*(1.0 - color.w); float specular = 1.2*pow(max(dot(h, n), 0.0), 400.0); // write valid z float4 clipPos = mul(projectionMatrix, float4(0.0, 0.0, eyeZ, 1.0)); clipPos.z /= clipPos.w; depthOut = clipPos.z; // visualize normals //return float4(n*0.5 + 0.5, 1.0); //return float4(fresnel, fresnel, fresnel, 0); //return float4(n, 1); // Color return float4(diffuse + (lerp(refract, reflect, fresnel) + specular)*color.w, 1.0); }