ShaderPool
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EP1-UNI 0xCD7FE87A 0x1C0532FA 0x6852819C 0xFF76EA99 # poolwater ############################################################## # Pool Water # seti poolWaterLayer 5 ############################################################## # Simple water material # # This material modulates the vertices by two sin waves -- # one in X and one in Y. It then produces reflection and # refraction direction texture coordinates suitable for a # cubic environment map. #beginshader PoolWaterMaterialTwoWave #description Pool water with X/Y waves #BeginStdAttrBlock setf wmTransparency 0.5 #attrdescription Water transparency setf wmXSpeed 3 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. setf wmXRepeat 1 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. setf wmXWaveHeight 0.1 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. setf wmYSpeed 5 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. setf wmYRepeat 1.8 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. setf wmYWaveHeight 0.2 # min:0 max:100 #attrdescription Lookup texture for diffuse intensity. set wmReflectionTexture reflectionoutdoorwater-envcube #attrdescription Environment cube map texture for reflection setb wmRefractionEnabled false #attrdescription Whether refraction is enabled set wmRefractionTexture reflectionoutdoorwater-envcube #attrdescription Environment cube map texture for refraction #EndStdAttrBlock define PoolWaterSurfaceMaterial() material shader -layer $poolWaterLayer validateRenderShaderContext -vertexFormat position 0 required create DetermineHardwareSupport() if ($useSWVertexShaderPath or $useFixedFunctionPath) # The vertex shader to ripple the water surface is deemed too expensive for SWVS. # Note that because on some low-end cards shaders are turned off, DetermineHardwareSupport() # will set $useFixedFunctionPath to true and $useSWVertexShaderPath to false; however, # since the device is in swvp mode, the RegularWavesHLSL shader would validate anyway, which # we don't want. Therefore here we do the simplified water surface if using either SWVS or FFP. create SimplifiedWaterSurface() else create RegularWavesHLSL() endif end #end shader # basic fallback. shader -layer $poolWaterLayer create SimplifiedWaterSurface() end #end shader end #end material enddef define SimplifiedWaterSurface() pass -fixedFunction alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) depthTest true -enableDepthWrite false colorScalar (0.2,0.3,1.0) 0.4 stage textureBlend select(colorScalar) select(colorScalar) end end enddef define RegularWavesHLSL() #DRIVERBUG # The -clipAlways flag is needed to work around what appears to be a driver bug. # On NVIDIA GF2 class HW, the presence of the cube map texture in the pass below # leads to a large performance drop whenever the pass is rendered with clipping disabled. # Rendering this pass with clipping enabled avoids the performance drop. In addition, # substituting a 2D texture for the cube map texture, or rendering this pass in HW # using fixed function vertex processing also avoids the performance drop (but would obviously # not have the desired visual result). # The cause of this is unknown. This was observed on a GF4GO, driver version 42.58. pass -clipAlways -modifiedEachFrameHint #fillmode wireframe alphaBlend srcFactor(one) add dstFactor(one) seti textureLights (numLightsOfType(environmentCube)) shaderProgram -target vertexProgram -method compile -version 1_1 bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3 bindConstants 7 -bindingID frameInfo bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed) bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed) # pre-evaluate these setf xscale (-$wmXRepeat * $wmXWaveHeight) setf yscale (-$wmYRepeat * $wmYWaveHeight) bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0) bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float bindConstants 18 -bindingID cameraToGlobal -constantCount 3 if ($textureLights) bindConstants 25 -bindingID allTextureLights -constantCount 1 -constantType float else bindConstants 25 -bindingID immediateData -data (1,1,1,1) -constantType float endif shaderSource float4 frameInfo : register(c7); float4 waveDataX : register(c11); float4 waveDataY : register(c12); float4 waveDataHelper : register(c13); float4x4 clipSpaceMatrix : register(c0); float4x3 cameraSpaceMatrix : register(c4); float4x3 cameraToGlobalMatrix : register(c18); float4 nightColor: register(c25); float4 lightDirection : register(c14); float4 lightColor : register(c15); const static float4 refractionWeights={1,1,2,0}; struct InputVertex { float3 position: POSITION0; float3 normal : NORMAL0; }; struct OutputVertex { float4 clipPosition : POSITION; float4 diffuseColor: COLOR0; float4 specularColor: COLOR1; float3 reflection : TEXCOORD0; }; OutputVertex VertexMain( InputVertex inputVertex) { // Do Y-direction waves // r0 = (x, y, z, t) OutputVertex outputVertex; float4 posAndTime; posAndTime.xyz = inputVertex.position; posAndTime.w = frameInfo.w; float temp = dot(posAndTime, waveDataX); // z = h * sin(...) float z; // scale temp to fit -pi +pi range //temp = temp * (1 / (2 * 3.14159)) + 0.5; float3 waveNormal; z = sin(temp) * waveDataX.z + inputVertex.position.z; waveNormal.x = cos(temp) * waveDataHelper.x + inputVertex.normal.x; temp = dot(posAndTime, waveDataY); //temp = temp * (1 / (2 * 3.14159)) + 0.5; z += sin(temp) * waveDataY.z; waveNormal.y = cos(temp) * waveDataHelper.y + inputVertex.normal.y; waveNormal.z = inputVertex.normal.z; waveNormal = normalize(waveNormal); posAndTime.w = 1.0; posAndTime.z = z; outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); float3 viewVector = normalize(-cameraSpacePosition); float3 R = reflect(viewVector, cameraSpaceNormal); outputVertex.reflection = mul( -R, cameraToGlobalMatrix); float fresnel = dot(viewVector , cameraSpaceNormal); float rdotl = saturate(dot(R, lightDirection)); float I = pow(rdotl+0.1, 15); // fudge factor to punch up the highlights. outputVertex.diffuseColor = (1.0 - fresnel) * nightColor * 0.5; outputVertex.specularColor = I; return(outputVertex); } endShaderSource end # shaderProgram stage texture $wmReflectionTexture textureAddressing clamp clamp clamp textureBlend multiply(texture diffuse) select(diffuse) end addSpecular true end # end pass enddef define HighEndWaterSurface() pass #fillmode wireframe alphaBlend srcFactor(one) add dstFactor(one) shaderProgram -target vertexProgram -method compile -version 1_1 bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3 bindConstants 7 -bindingID frameInfo bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed) bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed) # pre-evaluate these setf xscale (-$wmXRepeat * $wmXWaveHeight) setf yscale (-$wmYRepeat * $wmYWaveHeight) bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0) bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float bindConstants 18 -bindingID cameraToGlobal -constantCount 3 shaderSource float4 frameInfo : register(c7); float4 waveDataX : register(c11); float4 waveDataY : register(c12); float4 waveDataHelper : register(c13); float4x4 clipSpaceMatrix : register(c0); float4x3 cameraSpaceMatrix : register(c4); float4x3 cameraToGlobalMatrix : register(c18); float4 lightDirection : register(c14); float4 lightColor : register(c15); const static float4 refractionWeights={1,1,2,0}; struct InputVertex { float4 position: POSITION0; float3 normal : NORMAL0; float2 texc : TEXCOORD0; }; struct OutputVertex { float4 clipPosition : POSITION; float3 normal : TEXCOORD0; float3 viewVector : TEXCOORD1; }; static float2 waveCenter1 = {0.0, 0.0}; static float2 waveCenter2 = {-0.6, 0.2}; static float2 timeScale = {2,1}; static float2 waveHeight = {0.04, 0.02}; static float2 distScale = {12, 8}; float4 ComputeWavePositionTwoWay(float2 pos1, float2 pos2) { float2 vec; float4 dist; vec = waveCenter1 - pos1; dist.x = dot(vec, vec); vec = waveCenter2 - pos1; dist.y = dot(vec,vec); vec = waveCenter2 - pos2; dist.z = dot(vec, vec); vec = waveCenter2 - pos2; dist.w = dot(vec,vec); dist *= distScale.xyxy; float4 sinResult = sin(dist + frameInfo.w * timeScale.xyxy); //sinResult = 1.0- abs(sinResult); return(sinResult); } float2 ComputeWavePosition(float2 pos1) { float2 vec; float2 dist; vec = waveCenter1 - pos1; dist.x = dot(vec, vec); vec = waveCenter2 - pos1; dist.y = dot(vec,vec); dist *= distScale.xy; float2 sinResult = sin(dist + frameInfo.w * timeScale); //sinResult = 1.0- abs(sinResult); return(sinResult); } OutputVertex VertexMain( InputVertex inputVertex) { // Do Y-direction waves // r0 = (x, y, z, t) OutputVertex outputVertex; float4 pos = inputVertex.position; float2 sample1, sample2, sample3; sample1 = inputVertex.position; sample2 = inputVertex.position; sample3 = inputVertex.position; sample2.x += 0.1; sample3.y += 0.1; float4 heights1=ComputeWavePositionTwoWay(sample1, sample2); float2 heights2=ComputeWavePosition(sample3); float3 pos1, pos2; pos1 = pos; pos2 = pos; pos.z += (heights1.x* waveHeight.x);// + heights1.y * waveHeight.y); pos1.z += (heights1.z* waveHeight.x);// + heights1.w * waveHeight.y); pos2.z += (heights2.x* waveHeight.x);// + heights2.y * waveHeight.y); pos1.x +=0.1; pos2.y +=0.1; float3 vec1, vec2; vec1 = normalize(pos1 - pos); vec2 = normalize(pos2 - pos); float3 normal = cross(vec1, vec2); normal = mul(normal, (float3x3)cameraSpaceMatrix); float3 viewVector = mul(pos, cameraSpaceMatrix); outputVertex.viewVector = normalize(-viewVector); outputVertex.clipPosition = mul(pos, clipSpaceMatrix); outputVertex.normal = normal; return(outputVertex); } endShaderSource end # end shaderProgram shaderProgram -target pixelProgram -method assemble bindConstants 0 -bindingID allStandardLightData -constantCount 4 -constantType float shaderSource ps_2_0 def c10,20,4,0,0 def c11, 0,0.5,1,2 dcl t0 dcl t1 ; v dcl_cube s0 nrm r0, t0 ; n add r1, r0, r0 ; 2N dp3 r1.w, r0, t1 ; N.V mad r2.xyz, r1, r1.w, -t1 ; 2N * (N.V) -V texld r5, r2, s0 dp3 r3.x, r2, c0 ; R.L pow r4, r3.x, c10.x mov_sat r1.x, r1.w add r6.x, c11.z, -r1.x ; 1 - Fresnel pow r3.y, r6.x, c10.y ; N.V ^ 4 mul r7, r5, r3.y mad r4, r4, r3.y, r7 mul r4, r4, c11.y mov oC0, r4 endShaderSource end sampler 0 texture $wmReflectionTexture textureAddressing clamp clamp clamp end end # pass enddef #endshader PoolWaterSurfaceMaterial # NOTE: # refraction in vector terms: # v = incoming unit vector # n = surface normal # v' = refracted vector # a = refraction ratio, ni / nr =~ 0.75 for air->water # # v' = v - sn # where s = sqrt(1 - a^2 (1 - (v.n)^2)) - v.n. ########################################################## # Caustics # define TiledTextureAnimShaderProgram(tilesX tilesY speed) shaderProgram -target vertexProgram -method assemble bindConstants 0 -bindingID frameInfo # for time in .w bindConstants 1 -data (&tilesX, &tilesY, &speed, 1) # tx, ty, speed bindConstants 2 -data ((1/&tilesX), (1/&tilesY), (&tilesY - 1), 1) # 1/tx 1/ty ty-1 shaderSource vs_1_1 dcl_position v0 dcl_texcoord v1 mov oPos, v0 # clip space quad, no transforms needed. # tiled texture animation mov r0, c0 mul r1, c1.z, r0.w frc r5.y, r1.y mul r1, c1.y, r5.y # f -> [0, ty) frc r5.y, r1 sub r3.y, r1, r5.y # v' = floor(f) mul r1, c1.x, r5.y # f -> [0, tx) frc r5.y, r1 sub r3.x, r1, r5.y # u' = floor(f) add r8.xy, v1.xy, r3.xy mul oT0.xy, r8.xy, c2.xy endShaderSource end enddef define CausticsGeneratorMaterial() material # This material updates a render target with the current frame # of the tile animation. This is the only way to handle a repeated # animating texture (not to mention using it for projective texturing) # in the absence of clip maps. create DetermineHardwareSupport() if ($causticsEnabled and $useFixedFunctionPath = false and $useSWVertexShaderPath = false) shader -layer +9999 pass renderClipSpaceRect renderTarget causticsTile -fixed (64, 64) -allocateDepthBuffer false -undo create TiledTextureAnimShaderProgram(8 4 1) alphaBlend srcFactor(one) add dstFactor(zero) alphaTest false 0 alphaTestFunction acceptIfGreater depthTest false -enableDepthWrite false depthTestFunction accept # 7/24/2004 Fix bug with kRenderTypeNormal default stencil state and nv40. # It reads random stencil values even this target has no depth stencil target. # This stencil call will break pixo, but pixo does not show caustics. stencil false fillmode $stdMatFillMode stage texture causticsTiled textureAddressing tile tile textureBlend select(texture) select(texture) end end end else shader end endif end enddef define CausticsProjectorShaderProgram() shaderProgram -target vertexProgram -method assemble bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3 bindConstants 7 -bindingID cameraToGlobal -constantCount 3 bindConstants 10 -data (0.3, $causticsStrength, (1 - $causticsBaseStrength), 1) # alignment matrix bindConstants 11 -data ( 1, -1, 0, 1) bindConstants 12 -data ( 1, 1, 1, 1) bindConstants 13 -data (-1, -1, 1, 1) shaderSource vs_1_1 dcl_position v0 dcl_texcoord v1 m4x4 oPos, v0, c0 m4x3 r1, v0, c4 mov r1.w, c10.w m4x3 r0, r1, c7 mul r0.xyz, r0.xyz, c10.x m3x3 oT0, r0, c11 mul oD0.rgb, v1.y, c10.y mad oD0.a, v1.y, -c10.z, c10.w # 1 - v * 0.3 endShaderSource end enddef setf causticsStrength 0.8 setf causticsBaseStrength 0.5 if ($causticsEnabled) define FloorCausticsPass() pass end #create FloorCausticsPassFF() enddef define WallCausticsPass() pass end #create WallCausticsPassFF() enddef endif ################################################### # Materials # # Pool surface materials materialDefinition "poolWater-0" setDefinition PoolWaterSurfaceMaterial addParam stdMatDiffCoef (0, 0, 1) addParam wmRefractionEnabled true end materialDefinition "poolWater-1" setDefinition PoolWaterSurfaceMaterial addParam stdMatLightingEnabled false addParam stdMatLayer 0 addParam stdMatDiffCoef (1, 1, 1) addParam wmReflectionTexture swimming_pool-envcube addParam wmTransparency 0.4 addParam wmXSpeed 3 addParam wmXRepeat 5 addParam wmXWaveHeight 0.01 addParam wmYSpeed 3 addParam wmYRepeat 6 addParam wmYWaveHeight 0.01 end materialDefinition "poolWater-2" setDefinition PoolWaterSurfaceMaterial addParam stdMatLightingEnabled false addParam stdMatLayer 0 addParam stdMatDiffCoef (0, 0, 1) addParam wmTransparency 0.5 addParam wmXSpeed 3 addParam wmXRepeat 12 addParam wmXWaveHeight 0 #0.02 addParam wmYSpeed 3 addParam wmYRepeat 12 addParam wmYWaveHeight 0 # 0.02 end materialDefinition "poolWater-4" setDefinition WaterAnimatingTextures addParam waterSpeed 0.3 end # Pool depth layer materials # this is here soley because the layering on standard material # is too constrained. We need a layer less than 7, or we'll # render over transparent areas of Sims (e.g. hair) when # they're in the pool at a shallow view angle. setc poolLayerColour (0, 0.5, 1) define PoolDepthLayerMaterial() material create DetermineHardwareSupport() if ($useSWVertexShaderPath or $useFixedFunctionPath) shader end else shader -layer $poolWaterLayer pass -fixedFunction create NonStandardLighting() alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) depthTest true -enableDepthWrite false cullmode none # the env light is awaiting possible on/off functionality, because we do want the # pool layers to light up if there are pool lights present. colorScalar $poolLayerColour 0.9 -applyTextureLightColor 0 0 stage texture swimming_pool_deeplayer textureBlend multiply(texture colorScalar) multiply(texture colorScalar) end end end endif end enddef materialDefinition "poolWaterLayer-0" # this layer does nothing but create the caustics tile. setDefinition CausticsGeneratorMaterial end materialDefinition "poolWaterLayer-1" setDefinition PoolDepthLayerMaterial # addParam poolLayerColour (0, 0, 1) end materialDefinition "poolWaterLayer-2" setDefinition PoolDepthLayerMaterial # addParam poolLayerColour (0, 1, 0) end materialDefinition "poolWaterLayer-3" setDefinition PoolDepthLayerMaterial # addParam poolLayerColour (1, 0, 0) end # For testing materialDefinition mtl_0 setDefinition CausticsGeneratorMaterial end