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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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+
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+#include "../postFx.hlsl"
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+#include "shadergen:/autogenConditioners.h"
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+
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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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+
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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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+
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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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+
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+ //Get world position
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+ float3 pos = eyePosWorld + IN.wsEyeRay * depth;
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+
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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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+
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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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+
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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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+
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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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+
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+ return caustics;
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+}
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