1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
|
// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
// expressly authorized by NVIDIA. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//
#include "common.fx"
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
// static textures
Texture2D g_HeightfieldTexture;
Texture2D g_LayerdefTexture;
Texture2D g_RockBumpTexture;
Texture2D g_FoamIntensityTexture;
Texture2D g_FoamDiffuseTexture;
// rendertarget textures
Texture2D g_SkyTexture;
Texture2D g_ShadowmapTexture;
Texture2D g_MainTexture;
Texture2DMS<float,1> g_RefractionDepthTextureMS1;
Texture2DMS<float,2> g_RefractionDepthTextureMS2;
Texture2DMS<float,4> g_RefractionDepthTextureMS4;
//--------------------------------------------------------------------------------------
// Shader Inputs/Outputs
//--------------------------------------------------------------------------------------
struct VSIn_Diffuse
{
float3 position : POSITION;
float2 texcoord : TEXCOORD;
float3 normal : NORMAL;
};
struct PSIn_Diffuse
{
float4 position : SV_Position;
centroid float3 normal : NORMAL;
centroid float3 positionWS : TEXCOORD0;
centroid float4 layerdef : TEXCOORD1;
centroid float brightness : TEXCOORD2;
};
struct PSIn_Quad
{
float4 position : SV_Position;
float2 texcoord : TEXCOORD0;
};
struct VSIn_Default
{
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
struct DUMMY
{
float Dummmy : DUMMY;
};
struct HSIn_Heightfield
{
float2 origin : ORIGIN;
float2 size : SIZE;
};
struct PatchData
{
float Edges[4] : SV_TessFactor;
float Inside[2] : SV_InsideTessFactor;
float2 origin : ORIGIN;
float2 size : SIZE;
};
//--------------------------------------------------------------------------------------
// Global variables
//--------------------------------------------------------------------------------------
// rendering control variables
float g_DynamicTessFactor;
float g_HalfSpaceCullSign;
float g_HalfSpaceCullPosition;
int g_MSSamples;
// view/time dependent variables
float4x4 g_ModelViewMatrix;
float4x4 g_ModelViewProjectionMatrix;
float4x4 g_ModelViewProjectionMatrixInv;
float4x4 g_LightModelViewProjectionMatrix;
float4x4 g_LightModelViewProjectionMatrixInv;
float3 g_CameraPosition;
float3 g_CameraDirection;
float3 g_LightPosition;
float2 g_ScreenSizeInv;
float g_MainBufferSizeMultiplier;
float g_ZNear;
float g_ZFar;
float g_ApplyFog;
// constants defining visual appearance
float2 g_RockBumpTexcoordScale={10.0,10.0};
float g_RockBumpHeightScale=3.0;
float3 g_AtmosphereBrightColor={1.1,0.9,0.6};
float3 g_AtmosphereDarkColor={0.4,0.4,0.5};
float g_FogDensity = 1.0f/1500.0f;
float2 g_HeightFieldOrigin = float2(0, 0);
float g_HeightFieldSize = 512;
// Shoreline rendering related variables
float4x4 g_WorldToTopDownTextureMatrix;
Texture2D g_DataTexture;
float g_Time;
float g_GerstnerSteepness;
float g_BaseGerstnerAmplitude;
float g_BaseGerstnerWavelength;
float g_BaseGerstnerSpeed;
float g_BaseGerstnerParallelness;
float2 g_WindDirection;
float g_enableShoreEffects;
//--------------------------------------------------------------------------------------
// Misc functions
//--------------------------------------------------------------------------------------
// calculating tessellation factor.
float CalculateTessellationFactor(float distance)
{
return g_DynamicTessFactor*(1.0/(0.015*distance));
}
// to avoid vertex swimming while tessellation varies, one can use mipmapping for displacement maps
// it's not always the best choice, but it effificiently suppresses high frequencies at zero cost
float CalculateMIPLevelForDisplacementTextures(float distance)
{
return log2(128/CalculateTessellationFactor(distance));
}
// primitive simulation of non-uniform atmospheric fog
float3 CalculateFogColor(float3 pixel_to_light_vector, float3 pixel_to_eye_vector)
{
return lerp(g_AtmosphereDarkColor,g_AtmosphereBrightColor,0.5*dot(pixel_to_light_vector,-pixel_to_eye_vector)+0.5);
}
//--------------------------------------------------------------------------------------
// Sky shaders
//--------------------------------------------------------------------------------------
struct PSIn_Sky
{
float4 position : SV_Position;
centroid float2 texcoord : TEXCOORD0;
centroid float3 positionWS : TEXCOORD1;
};
PSIn_Sky SkyVS(VSIn_Default input)
{
PSIn_Sky output;
output.position = mul(input.position, g_ModelViewProjectionMatrix);
output.positionWS=input.position.xyz;
output.texcoord = input.texcoord;
return output;
}
float4 SkyPS(PSIn_Sky input) : SV_Target
{
float4 color;
float3 acolor;
float3 pixel_to_eye_vector = normalize(g_CameraPosition-input.positionWS);
color=1.5*g_SkyTexture.Sample(SamplerLinearWrap,float2(input.texcoord.x,input.texcoord.y))-0.3;
acolor =CalculateFogColor(normalize(g_LightPosition),pixel_to_eye_vector);
color.rgb = lerp(color.rgb,acolor,pow(saturate(input.texcoord.y),3));
color.a =1;
return color;
}
//--------------------------------------------------------------------------------------
// Heightfield shaders
//--------------------------------------------------------------------------------------
HSIn_Heightfield PassThroughVS(float4 PatchParams : PATCH_PARAMETERS)
{
HSIn_Heightfield output;
output.origin = PatchParams.xy;
output.size = PatchParams.zw;
return output;
}
PatchData PatchConstantHS( InputPatch<HSIn_Heightfield, 1> inputPatch )
{
PatchData output;
float distance_to_camera;
float tesselation_factor;
float inside_tessellation_factor=0;
float in_frustum=0;
output.origin = inputPatch[0].origin;
output.size = inputPatch[0].size;
float2 texcoord0to1 = (inputPatch[0].origin + inputPatch[0].size/2.0)/g_HeightFieldSize;
texcoord0to1.y=1-texcoord0to1.y;
// conservative frustum culling
float3 patch_center=float3(inputPatch[0].origin.x+inputPatch[0].size.x*0.5,g_HeightfieldTexture.SampleLevel(SamplerLinearWrap, texcoord0to1,0).w,inputPatch[0].origin.y+inputPatch[0].size.y*0.5);
float3 camera_to_patch_vector = patch_center-g_CameraPosition;
float3 patch_to_camera_direction_vector = g_CameraDirection*dot(camera_to_patch_vector,g_CameraDirection)-camera_to_patch_vector;
float3 patch_center_realigned=patch_center+normalize(patch_to_camera_direction_vector)*min(2*inputPatch[0].size.x,length(patch_to_camera_direction_vector));
float4 patch_screenspace_center = mul(float4(patch_center_realigned, 1.0), g_ModelViewProjectionMatrix);
if(((patch_screenspace_center.x/patch_screenspace_center.w>-1.0) && (patch_screenspace_center.x/patch_screenspace_center.w<1.0)
&& (patch_screenspace_center.y/patch_screenspace_center.w>-1.0) && (patch_screenspace_center.y/patch_screenspace_center.w<1.0)
&& (patch_screenspace_center.w>0)) || (length(patch_center-g_CameraPosition)<2*inputPatch[0].size.x))
{
in_frustum=1;
}
if(in_frustum)
{
distance_to_camera=length(g_CameraPosition.xz-inputPatch[0].origin-float2(0,inputPatch[0].size.y*0.5));
tesselation_factor=CalculateTessellationFactor(distance_to_camera);
output.Edges[0] = tesselation_factor;
inside_tessellation_factor+=tesselation_factor;
distance_to_camera=length(g_CameraPosition.xz-inputPatch[0].origin-float2(inputPatch[0].size.x*0.5,0));
tesselation_factor=CalculateTessellationFactor(distance_to_camera);
output.Edges[1] = tesselation_factor;
inside_tessellation_factor+=tesselation_factor;
distance_to_camera=length(g_CameraPosition.xz-inputPatch[0].origin-float2(inputPatch[0].size.x,inputPatch[0].size.y*0.5));
tesselation_factor=CalculateTessellationFactor(distance_to_camera);
output.Edges[2] = tesselation_factor;
inside_tessellation_factor+=tesselation_factor;
distance_to_camera=length(g_CameraPosition.xz-inputPatch[0].origin-float2(inputPatch[0].size.x*0.5,inputPatch[0].size.y));
tesselation_factor=CalculateTessellationFactor(distance_to_camera);
output.Edges[3] = tesselation_factor;
inside_tessellation_factor+=tesselation_factor;
output.Inside[0] = output.Inside[1] = inside_tessellation_factor*0.25;
}
else
{
output.Edges[0]=-1;
output.Edges[1]=-1;
output.Edges[2]=-1;
output.Edges[3]=-1;
output.Inside[0]=-1;
output.Inside[1]=-1;
}
return output;
}
[domain("quad")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(1)]
[patchconstantfunc("PatchConstantHS")]
DUMMY PatchHS( InputPatch<HSIn_Heightfield, 1> inputPatch )
{
return (DUMMY)0;
}
[domain("quad")]
PSIn_Diffuse HeightFieldPatchDS( PatchData input,
float2 uv : SV_DomainLocation,
OutputPatch<DUMMY, 1> inputPatch )
{
PSIn_Diffuse output;
float3 vertexPosition;
float4 base_texvalue;
float2 texcoord0to1 = (input.origin + uv * input.size)/g_HeightFieldSize;
float3 base_normal;
float3 detail_normal;
float3 detail_normal_rotated;
float4 detail_texvalue;
float detail_height;
float3x3 normal_rotation_matrix;
float4 layerdef;
float distance_to_camera;
float detailmap_miplevel;
texcoord0to1.y=1-texcoord0to1.y;
// fetching base heightmap,normal and moving vertices along y axis
base_texvalue=g_HeightfieldTexture.SampleLevel(SamplerLinearWrap, texcoord0to1,0);
base_normal=base_texvalue.xyz;
base_normal.z=-base_normal.z;
vertexPosition.xz = input.origin + uv * input.size;
vertexPosition.y = base_texvalue.w;
// calculating MIP level for detail texture fetches
distance_to_camera=length(g_CameraPosition-vertexPosition);
detailmap_miplevel= CalculateMIPLevelForDisplacementTextures(distance_to_camera);
// fetching layer definition texture
layerdef=g_LayerdefTexture.SampleLevel(SamplerLinearWrap, texcoord0to1,0);
// rock detail texture
detail_texvalue = g_RockBumpTexture.SampleLevel(SamplerLinearWrap, texcoord0to1*g_RockBumpTexcoordScale,detailmap_miplevel).rbga;
detail_normal = normalize(lerp(float3(0.0,1.0,0.0),2.0*detail_texvalue.xyz-float3(1,1,1),layerdef.w));
detail_height = (detail_texvalue.w-0.5)*g_RockBumpHeightScale*layerdef.w;
// moving vertices by detail height along base normal
vertexPosition+=base_normal*detail_height;
//calculating base normal rotation matrix
normal_rotation_matrix[1]=base_normal;
normal_rotation_matrix[2]=normalize(cross(float3(-1.0,0.0,0.0),normal_rotation_matrix[1]));
normal_rotation_matrix[0]=normalize(cross(normal_rotation_matrix[2],normal_rotation_matrix[1]));
//applying base rotation matrix to detail normal
detail_normal_rotated = mul(detail_normal,normal_rotation_matrix);
// writing output params
output.position = mul(float4(vertexPosition, 1.0), g_ModelViewProjectionMatrix);
output.normal = detail_normal_rotated;
output.positionWS = vertexPosition;
output.layerdef = layerdef;
output.brightness = detail_height;
return output;
}
static const float kTopDownDataPixelsPerMeter = 256.0f/700.0; // taken from SDF generation source code, the SDF texture size is 256x256, the viewport size is 700x700
static const float kMaxDepthBelowSea = 50.0f;
static const float kMaxDistance = 20.0f; // taken from SDF generation code
static const float kNumWaves = 1.0; // Total number of Gerster waves of different amplitude, speed etc to calculate,
// i+1-th wave has 20% smaller amplitude,
// 20% smaller phase and group speed and 20% less parallelity
// Note that all the waves will share the same gerstnerMultiplierOut (lerping between ocean waves and Gerstner waves) for simplicity
static const float kBackWaveSpeed = 0.5; // the speed of wave rolling back from shore, in vertical dimension, in meters/sec
void GetGerstnerShoreAttributes(float3 posWS, out float waveOut, out float3 normalOut, out float foamTrailOut, out float2 foamWSShift, out float waterLayerOut, out float waterLayerSlowOut)
{
// getting UV for fetching SDF texture
float4 topDownPosition = mul( float4( posWS.xyz, 1), g_WorldToTopDownTextureMatrix );
float2 uv = mad( topDownPosition.xy/topDownPosition.w, 0.5f, 0.5f );
uv.y = 1-uv.y;
// initializing the outputs
normalOut = float3(0.0,1.0,0.0);
waveOut = 0;
foamWSShift = float2(0.0,0.0);
foamTrailOut = 0;
waterLayerOut = 0;
waterLayerSlowOut = 0;
// getting SDF
const float4 tdData = g_DataTexture.SampleLevel(SamplerLinearBorder, uv, 0 );
// getting terrain altitude gradient in y meters per xz meter
float terrain_dy = 0.25*(tdData.y - g_DataTexture.SampleLevel(SamplerLinearBorder, uv - kTopDownDataPixelsPerMeter*float2(tdData.z,-tdData.w)/256.0, 0 ).y);
// initializing variables common to all Gerstner waves
float phaseShift = g_Time;
float sdfPhase = tdData.x*kMaxDistance/kTopDownDataPixelsPerMeter;
float distanceMultiplier = saturate(1.0-tdData.x); // Shore waves linearly fade in on the edges of SDF
float depthMultiplier = saturate((g_BaseGerstnerWavelength*0.5 + tdData.y)); // Shore waves fade in when depth is less than half the wave length
// initializing variables to be changed along summing up the waves
float gerstnerWavelength = g_BaseGerstnerWavelength;
float gerstnerOmega = 2.0*3.141592 / g_BaseGerstnerWavelength; // angular speed of gerstner wave
float gerstnerParallelness = g_BaseGerstnerParallelness; // "parallelness" of shore waves. 0 means the waves are parallel to shore, 1 means the waves are parallel to wind gradient
float gerstnerSpeed = g_BaseGerstnerSpeed; // phase speed of gerstner waves
float gerstnerAmplitude = g_BaseGerstnerAmplitude;
float2 windDirection = g_WindDirection;
// summing up the waves
for(float i = 0.0; i < kNumWaves; i+=1.0)
{
float windPhase = dot(windDirection, posWS.xz);
float gerstnerPhase = 2.0*3.141592*(lerp( sdfPhase, windPhase, gerstnerParallelness)/gerstnerWavelength);
float2 propagationDirection = normalize( lerp(-tdData.zw + windDirection * 0.000001f, g_WindDirection, gerstnerParallelness*gerstnerParallelness));
float gerstnerGroupSpeedPhase = 2.0*3.141592*(lerp( sdfPhase, windPhase, gerstnerParallelness*3.0)/gerstnerWavelength); // letting the group speed phase to be non-parallel to propagation phase, so altering parallelness modificator fot this
float groupSpeedMultiplier = 0.5 + 0.5*cos((gerstnerGroupSpeedPhase + gerstnerOmega*gerstnerSpeed*phaseShift/2.0)/2.7); // Group speed for water waves is half of the phase speed, we allow 2.7 wavelengths to be in wave group, not so much as breaking shore waves lose energy quickly
float worldSpacePosMultiplier = 0.75 + 0.25*sin(phaseShift*0.3 + 0.5*posWS.x/gerstnerWavelength)*sin(phaseShift*0.4 + 0.5*posWS.y/gerstnerWavelength); // slowly crawling worldspace aligned checkerboard pattern that damps gerstner waves further
float depthMultiplier = saturate((gerstnerWavelength*0.5 + tdData.y)*0.5); // Shore waves fade in when depth is less than half the wave length
float gerstnerMultiplier = distanceMultiplier*depthMultiplier*worldSpacePosMultiplier*groupSpeedMultiplier;
float steepness = gerstnerMultiplier * g_GerstnerSteepness; // steepness gradually increases as wave runs over shallower seabed
float baseAmplitude = gerstnerMultiplier * gerstnerAmplitude; //amplitude gradually increases as wave runs over shallower seabed
float skewMultiplier = saturate((baseAmplitude*2.0*1.28 + tdData.y)/gerstnerAmplitude); // Wave height is 2*amplitude, a wave will start to break when it approximately reaches a water depth of 1.28 times the wave height, empirically: http://passyworldofmathematics.com/mathematics-of-ocean-waves-and-surfing/
float breakerMultiplier = saturate((baseAmplitude*2.0*1.28 + tdData.y)/gerstnerAmplitude); // Wave height is 2*amplitude, a wave will start to break when it approximately reaches a water depth of 1.28 times the wave height, empirically: http://passyworldofmathematics.com/mathematics-of-ocean-waves-and-surfing/
// calculating Gerstner offset
float s,c;
sincos(gerstnerPhase + gerstnerOmega*gerstnerSpeed*phaseShift, s, c);
float waveVerticalOffset = (s*0.5+0.5)*(s*0.5+0.5);
// calculating normal
normalOut.y -= gerstnerOmega*steepness*baseAmplitude*s;
normalOut.xz -= gerstnerOmega*baseAmplitude*c*propagationDirection; // orienting normal according to direction of wave propagation. No need to normalize, it is unit length.
// calculating foam parameters
foamTrailOut += gerstnerMultiplier*breakerMultiplier;
// calculating wave falling edges moving slow and fast
float foamTrailPhase = gerstnerPhase + gerstnerOmega*gerstnerSpeed*phaseShift + 3.141592*0.05; // delaying foam trail a bit so it's following the breaker
float fp = frac(foamTrailPhase/(3.141592*2.0));
float k = kBackWaveSpeed*terrain_dy/((gerstnerSpeed/gerstnerWavelength)*baseAmplitude);
float sawtooth = 1.0 - k + k*(saturate(fp*10.0) - saturate(fp*1.1));
waterLayerOut += sawtooth*baseAmplitude + baseAmplitude;
k = kBackWaveSpeed/(gerstnerOmega*gerstnerSpeed);
sawtooth = k*(saturate(fp*10.0) - saturate(fp*1.1));
foamWSShift += 10.0*sawtooth*propagationDirection*gerstnerAmplitude;
k = 0.33*kBackWaveSpeed*terrain_dy/((gerstnerSpeed/gerstnerWavelength)*baseAmplitude);
sawtooth = 1.0 - k + k*(saturate(fp*10.0) - saturate(fp*1.1));
waterLayerSlowOut += sawtooth*baseAmplitude + baseAmplitude;
waveOut += waveVerticalOffset*baseAmplitude;
// updating the parameters for next wave
gerstnerWavelength *= 0.66;
gerstnerOmega /= 0.66;
gerstnerSpeed *= 0.66;
gerstnerAmplitude *= 0.66;
gerstnerParallelness *= 0.66;
windDirection.xy *= float2(-1.0,1.0)*windDirection.yx; // rotating wind direction
}
}
float4 HeightFieldPatchPS(PSIn_Diffuse input) : SV_Target
{
float3 color;
float3 pixel_to_light_vector = normalize(g_LightPosition-input.positionWS);
float3 pixel_to_eye_vector = normalize(g_CameraPosition-input.positionWS);
// culling halfspace if needed
clip(g_HalfSpaceCullSign*(input.positionWS.y-g_HalfSpaceCullPosition));
float darkening_change_rate = min(1.0,1.0/(3.0*g_BaseGerstnerAmplitude));
float shore_darkening_factor = saturate((input.positionWS.y + 1.0)*darkening_change_rate);
// getting diffuse color
color = float3(0.3,0.3,0.3);
// adding per-vertex lighting defined by displacement of vertex
color*=0.5+0.5*min(1.0,max(0.0, input.brightness/3.0f+0.5f));
// calculating pixel position in light view space
float4 positionLS = mul(float4(input.positionWS,1),g_LightModelViewProjectionMatrix);
positionLS.xyz/=positionLS.w;
positionLS.x=(positionLS.x+1)*0.5;
positionLS.y=(1-positionLS.y)*0.5;
// fetching shadowmap and shading
float dsf = 0.66f/4096.0f;
float shadow_factor = 0.2*g_ShadowmapTexture.SampleCmp(SamplerDepthAnisotropic,positionLS.xy,positionLS.z* 0.99f).r;
shadow_factor+=0.2*g_ShadowmapTexture.SampleCmp(SamplerDepthAnisotropic,positionLS.xy+float2(dsf,dsf),positionLS.z* 0.99f).r;
shadow_factor+=0.2*g_ShadowmapTexture.SampleCmp(SamplerDepthAnisotropic,positionLS.xy+float2(-dsf,dsf),positionLS.z* 0.99f).r;
shadow_factor+=0.2*g_ShadowmapTexture.SampleCmp(SamplerDepthAnisotropic,positionLS.xy+float2(dsf,-dsf),positionLS.z* 0.99f).r;
shadow_factor+=0.2*g_ShadowmapTexture.SampleCmp(SamplerDepthAnisotropic,positionLS.xy+float2(-dsf,-dsf),positionLS.z* 0.99f).r;
color *= g_AtmosphereBrightColor*max(0,dot(pixel_to_light_vector,input.normal))*shadow_factor;
// making all brighter
color*=2.0;
// adding light from the sky
color += (0.0+0.2*max(0,(dot(float3(0,1,0),input.normal))))*g_AtmosphereDarkColor;
// calculating shore effects
if((g_enableShoreEffects > 0) && (shore_darkening_factor < 1.0))
{
float3 normal;
float foam_trail;
float water_layer;
float water_layer_slow;
float wave_pos;
float2 foamWSShift;
GetGerstnerShoreAttributes(input.positionWS, wave_pos, normal, foam_trail, foamWSShift, water_layer, water_layer_slow);
float waterlayer_change_rate = max(2.0,1.0/(0.1 + water_layer_slow - water_layer));
float underwater_factor = saturate((input.positionWS.y - wave_pos + 2.0)*5.0);
float darkening_factor = saturate((input.positionWS.y - g_BaseGerstnerAmplitude*2.0 + 2.0)*1.0);
float fresnel_damp_factor = saturate((input.positionWS.y + 0.1 - wave_pos + 2.0)*5.0);
float shore_waterlayer_factor_windy = saturate((input.positionWS.y - water_layer + 2.0)*waterlayer_change_rate);
float shore_waterlayer_factor_calm = saturate((input.positionWS.y + 2.0)*10.0);
float shore_waterlayer_factor = lerp(shore_waterlayer_factor_calm, shore_waterlayer_factor_windy, saturate(g_BaseGerstnerAmplitude*5.0));
float shore_foam_lower_bound_factor = saturate((input.positionWS.y + g_BaseGerstnerAmplitude - wave_pos + 2.0)*min(3.0,3.0/(2.0*g_BaseGerstnerAmplitude)));
float3 reflected_eye_to_pixel_vector=-pixel_to_eye_vector+2*dot(pixel_to_eye_vector,input.normal)*input.normal;
float specular_light = pow(max(0,dot(reflected_eye_to_pixel_vector,pixel_to_light_vector)),40.0);
// calculating fresnel factor
float r = (1.0 - 1.33)*(1.0 - 1.33)/((1.0 + 1.33)*(1.0 + 1.33));
float fresnel_factor = r + (1.0-r)*pow(saturate(1.0 - dot(input.normal,pixel_to_eye_vector)),5.0);
fresnel_factor *= (1.0-shore_waterlayer_factor)*fresnel_damp_factor;
// darkening the terrain close to water
color *= 0.6 + 0.4*darkening_factor;
// darkening terrain underwater
color *= min(1.0,exp((input.positionWS.y + 2.0)));
// adding specular
color += 5.0*g_AtmosphereBrightColor*specular_light*shadow_factor*fresnel_factor;
// calculating reflection color
float3 reflection_color = CalculateFogColor(pixel_to_light_vector,-reflected_eye_to_pixel_vector);
color = lerp(color, reflection_color.rgb, fresnel_factor);
// adding foam
float2 positionWS_shifted = input.positionWS.xz + foamWSShift;
float foam_intensity_map_lf = g_FoamIntensityTexture.Sample(SamplerLinearWrap, positionWS_shifted*0.04*float2(1,1)).x - 1.0;
float foam_intensity_map_hf = g_FoamIntensityTexture.Sample(SamplerLinearWrap, positionWS_shifted*0.15*float2(1,1)).x - 1.0;
float foam_intensity;
float k = 1.5;
float ff2 = (2.0/g_BaseGerstnerAmplitude)*saturate(input.positionWS.y - water_layer*0.8 + 2.0);
float ff = (1.0-ff2)*shore_foam_lower_bound_factor*foam_trail;
foam_intensity = saturate(foam_intensity_map_hf + min(3.5,k*ff-0.2));
foam_intensity += (foam_intensity_map_lf + min(1.5,k*ff));
foam_intensity = max(0.0, foam_intensity);
float foam_bubbles = g_FoamDiffuseTexture.Sample(SamplerLinearWrap, positionWS_shifted*0.5).r;
foam_bubbles = saturate(5.0*(foam_bubbles-0.8));
foam_intensity = pow(foam_intensity, 0.7);
foam_intensity = saturate(foam_intensity*foam_bubbles*1.0);
// foam diffuse color
float foam_diffuse_factor = max(0,0.8+max(0,0.2*dot(pixel_to_light_vector,normal)));
color = lerp(color, foam_diffuse_factor*float3(1.0,1.0,1.0),foam_intensity);
}
// applying fog
if(g_ApplyFog > 0)
{
color = lerp(CalculateFogColor(pixel_to_light_vector,pixel_to_eye_vector).rgb, color, min(1,exp(-length(g_CameraPosition-input.positionWS)*g_FogDensity)));
}
return float4(color, length(g_CameraPosition-input.positionWS));
}
float4 HeightFieldPatchDataPS( PSIn_Diffuse input ) : SV_Target
{
float y_biased = input.positionWS.y + 2.0;
return float4( y_biased, y_biased, 0, 0 );
}
//--------------------------------------------------------------------------------------
// Fullscreen shaders
//--------------------------------------------------------------------------------------
PSIn_Quad FullScreenQuadVS(uint VertexId: SV_VertexID)
{
PSIn_Quad output;
output.position = float4(QuadVertices[VertexId],0,1);
output.texcoord = QuadTexCoordinates[VertexId];
return output;
}
float4 MainToBackBufferPS(PSIn_Quad input) : SV_Target
{
float4 color;
color.rgb = g_MainTexture.SampleLevel(SamplerLinearWrap,float2((input.texcoord.x-0.5)/g_MainBufferSizeMultiplier+0.5f,(input.texcoord.y-0.5)/g_MainBufferSizeMultiplier+0.5f),0).rgb;
color.a=0;
return color;
}
float RefractionDepthManualResolvePS1(PSIn_Quad input) : SV_Target
{
return g_RefractionDepthTextureMS1.Load(input.position.xy,0,int2(0,0)).r;
}
float RefractionDepthManualResolvePS2(PSIn_Quad input) : SV_Target
{
return g_RefractionDepthTextureMS2.Load(input.position.xy,0,int2(0,0)).r;
}
float RefractionDepthManualResolvePS4(PSIn_Quad input) : SV_Target
{
return g_RefractionDepthTextureMS4.Load(input.position.xy,0,int2(0,0)).r;
}
//--------------------------------------------------------------------------------------
// Techniques
//--------------------------------------------------------------------------------------
technique11 RefractionDepthManualResolve
{
pass MS1
{
SetRasterizerState(NoCullMS);
SetDepthStencilState(NoDepthStencil, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, FullScreenQuadVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, RefractionDepthManualResolvePS1()));
}
pass MS2
{
SetRasterizerState(NoCullMS);
SetDepthStencilState(NoDepthStencil, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, FullScreenQuadVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, RefractionDepthManualResolvePS2()));
}
pass MS4
{
SetRasterizerState(NoCullMS);
SetDepthStencilState(NoDepthStencil, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, FullScreenQuadVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, RefractionDepthManualResolvePS4()));
}
}
technique11 MainToBackBuffer
{
pass Solid
{
SetRasterizerState(NoCullMS);
SetDepthStencilState(NoDepthStencil, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, FullScreenQuadVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, MainToBackBufferPS()));
}
}
technique11 RenderHeightfield
{
pass Solid
{
SetRasterizerState(CullBackMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, PassThroughVS()));
SetHullShader(CompileShader(hs_5_0, PatchHS()));
SetDomainShader(CompileShader(ds_5_0, HeightFieldPatchDS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, HeightFieldPatchPS()));
}
pass Wireframe
{
SetRasterizerState(WireframeMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, PassThroughVS()));
SetHullShader(CompileShader(hs_5_0, PatchHS()));
SetDomainShader(CompileShader(ds_5_0, HeightFieldPatchDS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, ColorPS(float4(1.0f, 1.0f, 1.0f, 0.0f))));
}
pass DepthOnly
{
SetRasterizerState(CullBackMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, PassThroughVS()));
SetHullShader(CompileShader(hs_5_0, PatchHS()));
SetDomainShader(CompileShader(ds_5_0, HeightFieldPatchDS()));
SetGeometryShader(NULL);
SetPixelShader(NULL);
}
pass DataPass
{
SetRasterizerState(CullBackMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, PassThroughVS()));
SetHullShader(CompileShader(hs_5_0, PatchHS()));
SetDomainShader(CompileShader(ds_5_0, HeightFieldPatchDS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, HeightFieldPatchDataPS()));
}
}
technique11 RenderSky
{
pass Solid
{
SetRasterizerState(NoCullMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, SkyVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, SkyPS()));
}
pass Wireframe
{
SetRasterizerState(WireframeMS);
SetDepthStencilState(DepthNormal, 0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetVertexShader(CompileShader(vs_4_0, SkyVS()));
SetHullShader(NULL);
SetDomainShader(NULL);
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, ColorPS(float4(1.0f, 1.0f, 1.0f, 0.0f))));
}
}
|