OAIP_Mirror/lab16 with raylib/resources/watershader.fx

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2024-12-27 10:57:48 +04:00
float xBlurDistance;
Texture2D xWaterBumpMap;
sampler WaterBumpSampler =
sampler_state
{
Texture = <xWaterBumpMap>;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
Texture2D xTexture;
sampler TextureSampler = sampler_state { Texture = <xTexture>; };
float4x4 xTransform;
float4x4 xUvTransform;
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
float xWaveWidth;
float xWaveHeight;
float2 xBumpPos;
float2 xBumpScale;
float2 xUvOffset;
float4 waterColor;
VertexShaderOutput mainVS(in VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, xTransform);
output.Color = input.Color;
output.TexCoords = mul(input.Position, xUvTransform).xy;
return output;
}
float4 mainPS(VertexShaderOutput input) : COLOR
{
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords+xBumpPos) * xBumpScale);
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords-xBumpPos*2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample = xTexture.Sample(TextureSampler, samplePos);
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPSBlurred(VertexShaderOutput input) : COLOR
{
float4 bumpColor = xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords + xBumpPos) * xBumpScale);
bumpColor = (bumpColor + xWaterBumpMap.Sample(WaterBumpSampler, xUvOffset + (input.TexCoords - xBumpPos * 2) * xBumpScale)) * 0.5f;
float2 samplePos = input.TexCoords;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth * input.Color.r;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight * input.Color.g;
float4 sample;
sample = xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += xTexture.Sample(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
sample.a = input.Color.a;
sample = lerp(sample, sample * waterColor, input.Color.b);
return sample;
}
float4 mainPostProcess(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 bumpColor = tex2D(WaterBumpSampler, texCoord + xUvOffset + xBumpPos);
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord - xUvOffset * 2.0f + xBumpPos)) * 0.5f;
float2 samplePos = texCoord;
samplePos.x += (bumpColor.r - 0.5f) * xWaveWidth;
samplePos.y += (bumpColor.g - 0.5f) * xWaveHeight;
float4 sample;
sample = tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance));
sample += tex2D(TextureSampler, float2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance));
sample = sample * 0.25;
return sample;
}
technique WaterShader
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPS();
}
}
technique WaterShaderBlurred
{
pass Pass1
{
VertexShader = compile vs_4_0_level_9_1 mainVS();
PixelShader = compile ps_4_0_level_9_1 mainPSBlurred();
}
}
technique WaterShaderPostProcess
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 mainPostProcess();
}
}