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
niol 05:12, 5 March 2007 (CST)