Urho3D/bin/CoreData/Shaders/HLSL/Water.hlsl

96 lines
2.8 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
#include "Fog.hlsl"
#ifndef D3D11
// D3D9 uniforms
uniform float2 cNoiseSpeed;
uniform float cNoiseTiling;
uniform float cNoiseStrength;
uniform float cFresnelPower;
uniform float3 cWaterTint;
#else
// D3D11 constant buffers
#ifdef COMPILEVS
cbuffer CustomVS : register(b6)
{
float2 cNoiseSpeed;
float cNoiseTiling;
}
#else
cbuffer CustomPS : register(b6)
{
float cNoiseStrength;
float cFresnelPower;
float3 cWaterTint;
}
#endif
#endif
void VS(float4 iPos : POSITION,
float3 iNormal: NORMAL,
float2 iTexCoord : TEXCOORD0,
#ifdef INSTANCED
float4x3 iModelInstance : TEXCOORD4,
#endif
out float4 oScreenPos : TEXCOORD0,
out float2 oReflectUV : TEXCOORD1,
out float2 oWaterUV : TEXCOORD2,
out float3 oNormal : TEXCOORD3,
out float4 oEyeVec : TEXCOORD4,
#if defined(D3D11) && defined(CLIPPLANE)
out float oClip : SV_CLIPDISTANCE0,
#endif
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oScreenPos = GetScreenPos(oPos);
// GetQuadTexCoord() returns a float2 that is OK for quad rendering; multiply it with output W
// coordinate to make it work with arbitrary meshes such as the water plane (perform divide in pixel shader)
oReflectUV = GetQuadTexCoord(oPos) * oPos.w;
oWaterUV = iTexCoord * cNoiseTiling + cElapsedTime * cNoiseSpeed;
oNormal = GetWorldNormal(modelMatrix);
oEyeVec = float4(cCameraPos - worldPos, GetDepth(oPos));
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
}
void PS(
float4 iScreenPos : TEXCOORD0,
float2 iReflectUV : TEXCOORD1,
float2 iWaterUV : TEXCOORD2,
float3 iNormal : TEXCOORD3,
float4 iEyeVec : TEXCOORD4,
#if defined(D3D11) && defined(CLIPPLANE)
float iClip : SV_CLIPDISTANCE0,
#endif
out float4 oColor : OUTCOLOR0)
{
float2 refractUV = iScreenPos.xy / iScreenPos.w;
float2 reflectUV = iReflectUV.xy / iScreenPos.w;
float2 noise = (Sample2D(NormalMap, iWaterUV).rg - 0.5) * cNoiseStrength;
refractUV += noise;
// Do not shift reflect UV coordinate upward, because it will reveal the clipping of geometry below water
if (noise.y < 0.0)
noise.y = 0.0;
reflectUV += noise;
float fresnel = pow(1.0 - saturate(dot(normalize(iEyeVec.xyz), iNormal)), cFresnelPower);
float3 refractColor = Sample2D(EnvMap, refractUV).rgb * cWaterTint;
float3 reflectColor = Sample2D(DiffMap, reflectUV).rgb;
float3 finalColor = lerp(refractColor, reflectColor, fresnel);
oColor = float4(GetFog(finalColor, GetFogFactor(iEyeVec.w)), 1.0);
}