Diff
checker
Testo
Testo
Immagini
Documenti
Excel
Cartelle
Legal
Enterprise
Applicazione per desktop
Prezzi
Accedi
Scarica Diffchecker Desktop
Confronta il testo
Trova la differenza tra due file di testo
Strumenti
Cronologia
Editor live
Comprimi invariate
Senza a capo
Layout
Diviso
Unificato
Livello di dettaglio
Intelligente
Parola
Carattere
Evidenziazione sintassi
Scegli sintassi
Ignora
Trasforma testo
Vai alla prima modifica
Modifica input
Diffchecker Desktop
Il modo più sicuro per usare Diffchecker. Ottieni l'app Diffchecker Desktop: i tuoi diff non lasciano mai il tuo computer!
Ottieni Desktop
water.ps [water fog fix skyloader]
Creato
5 anni fa
Il diff non scade mai
Eliminare
Esporta
Condividere
Spiegare
4 rimozioni
Linee
Totale
Rimosso
Caratteri
Totale
Rimosso
Per continuare a utilizzare questa funzione, aggiorna a
Diff
checker
Pro
Visualizza prezzi
131 linee
Copia tutti
16 aggiunte
Linee
Totale
Aggiunto
Caratteri
Totale
Aggiunto
Per continuare a utilizzare questa funzione, aggiorna a
Diff
checker
Pro
Visualizza prezzi
141 linee
Copia tutti
#include "common.h"
#include "common.h"
struct vf
struct vf
{
{
float4 hpos : POSITION ;
float4 hpos : POSITION ;
float2 tbase : TEXCOORD0 ; // base
float2 tbase : TEXCOORD0 ; // base
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm0 : TEXCOORD1 ; // nm0
float2 tnorm1 : TEXCOORD2 ; // nm1
float2 tnorm1 : TEXCOORD2 ; // nm1
half3 M1 : TEXCOORD3 ;
half3 M1 : TEXCOORD3 ;
half3 M2 : TEXCOORD4 ;
half3 M2 : TEXCOORD4 ;
half3 M3 : TEXCOORD5 ;
half3 M3 : TEXCOORD5 ;
half3 v2point : TEXCOORD6 ;
half3 v2point : TEXCOORD6 ;
Copia
Copiato
Copia
Copiato
#ifdef USE_SOFT_WATER
#ifdef NEED_SOFT_WATER
float4 tctexgen : TEXCOORD7 ;
float4 tctexgen : TEXCOORD7 ;
Copia
Copiato
Copia
Copiato
#endif // USE_SOFT_WATER
#endif // NEED_SOFT_WATER
half4 c0 : COLOR0 ;
half4 c0 : COLOR0 ;
Copia
Copiato
Copia
Copiato
//
float fog : FOG ;
float fog : FOG ;
};
};
uniform sampler2D s_nmap;
uniform sampler2D s_nmap;
uniform samplerCUBE s_env0;
uniform samplerCUBE s_env0;
uniform samplerCUBE s_env1;
uniform samplerCUBE s_env1;
uniform sampler2D s_leaves;
uniform sampler2D s_leaves;
#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
#if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
Copia
Copiato
Copia
Copiato
half3 water_intensity;
uniform
half3 water_intensity;
#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
#endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER)
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Pixel
// Pixel
/*
/*
half4 main ( v2p I ) : COLOR
half4 main ( v2p I ) : COLOR
{
{
half4 t_base = tex2D (s_base,I.tbase);
half4 t_base = tex2D (s_base,I.tbase);
half3 t_env = texCUBE (s_env, I.tenv);
half3 t_env = texCUBE (s_env, I.tenv);
half3 refl = lerp (t_env,t_base,I.c0.a);
half3 refl = lerp (t_env,t_base,I.c0.a);
half3 color = lerp (refl, t_base,t_base.a);
half3 color = lerp (refl, t_base,t_base.a);
half3 final = color*I.c0*2 ;
half3 final = color*I.c0*2 ;
half alpha_shift = saturate(.5-I.c0.a);
half alpha_shift = saturate(.5-I.c0.a);
half alpha_add = alpha_shift*alpha_shift;
half alpha_add = alpha_shift*alpha_shift;
half alpha = t_base.a;
half alpha = t_base.a;
// out
// out
return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a );
return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a );
}
}
*/
*/
half4 main( vf I ) : COLOR
half4 main( vf I ) : COLOR
{
{
half4 base = tex2D (s_base,I.tbase);
half4 base = tex2D (s_base,I.tbase);
half3 n0 = tex2D (s_nmap,I.tnorm0);
half3 n0 = tex2D (s_nmap,I.tnorm0);
half3 n1 = tex2D (s_nmap,I.tnorm1);
half3 n1 = tex2D (s_nmap,I.tnorm1);
half3 Navg = n0 + n1 - 1;
half3 Navg = n0 + n1 - 1;
half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg);
half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg);
Nw = normalize (Nw);
Nw = normalize (Nw);
half3 v2point = normalize (I.v2point);
half3 v2point = normalize (I.v2point);
half3 vreflect= reflect(v2point, Nw);
half3 vreflect= reflect(v2point, Nw);
vreflect.y= vreflect.y*2-1; // fake remapping
vreflect.y= vreflect.y*2-1; // fake remapping
/* // true remapping. Slow.
/* // true remapping. Slow.
half3 vreflectabs = abs(vreflect);
half3 vreflectabs = abs(vreflect);
half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z));
half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z));
vreflect /= vreflectmax;
vreflect /= vreflectmax;
if (vreflect.y<0.99)
if (vreflect.y<0.99)
vreflect.y = vreflect.y*2-1;
vreflect.y = vreflect.y*2-1;
*/
*/
half3 env0 = texCUBE (s_env0, vreflect);
half3 env0 = texCUBE (s_env0, vreflect);
half3 env1 = texCUBE (s_env1, vreflect);
half3 env1 = texCUBE (s_env1, vreflect);
half3 env = lerp (env0,env1,L_ambient.w);
half3 env = lerp (env0,env1,L_ambient.w);
env *= env*2;
env *= env*2;
half fresnel = saturate (dot(vreflect,v2point));
half fresnel = saturate (dot(vreflect,v2point));
half power = pow(fresnel,9);
half power = pow(fresnel,9);
half amount = 0.15h+0.25h*power; // 1=full env, 0=no env
half amount = 0.15h+0.25h*power; // 1=full env, 0=no env
half3 c_reflection = env*amount;
half3 c_reflection = env*amount;
half3 final = lerp(c_reflection,base.rgb,base.a);
half3 final = lerp(c_reflection,base.rgb,base.a);
final *= I.c0*2;
final *= I.c0*2;
// tonemap
// tonemap
#ifdef USE_VTF
#ifdef USE_VTF
// final *= I.c0.w ;
// final *= I.c0.w ;
#else
#else
// final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK
// final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK
#endif
#endif
#ifdef NEED_SOFT_WATER
#ifdef NEED_SOFT_WATER
half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env
half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env
#ifdef USE_SOFT_WATER
#ifdef USE_SOFT_WATER
// Igor: additional depth test
// Igor: additional depth test
half4 _P = tex2Dproj( s_position, I.tctexgen);
half4 _P = tex2Dproj( s_position, I.tctexgen);
half waterDepth = _P.z-I.tctexgen.z;
half waterDepth = _P.z-I.tctexgen.z;
// water fog
// water fog
half fog_exp_intens = -4.0h;
half fog_exp_intens = -4.0h;
float fog = 1-exp(fog_exp_intens*waterDepth);
float fog = 1-exp(fog_exp_intens*waterDepth);
half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r;
half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r;
// half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r);
// half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r);
// half3 Fc = half3( 0.1h, 0.1h, 0.2h);
// half3 Fc = half3( 0.1h, 0.1h, 0.2h);
// half3 Fc = half3( 1.0h, 0.0h, 0.0h);
// half3 Fc = half3( 1.0h, 0.0h, 0.0h);
final = lerp (Fc, final, alpha);
final = lerp (Fc, final, alpha);
alpha = min(alpha, saturate(waterDepth));
alpha = min(alpha, saturate(waterDepth));
alpha = max (fog, alpha);
alpha = max (fog, alpha);
// Leaves
// Leaves
half4 leaves = tex2D(s_leaves, I.tbase);
half4 leaves = tex2D(s_leaves, I.tbase);
leaves.rgb *= water_intensity.r;
leaves.rgb *= water_intensity.r;
half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point));
half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point));
half calc_depth = saturate(waterDepth*calc_cos);
half calc_depth = saturate(waterDepth*calc_cos);
half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth );
half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth );
fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth );
fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth );
final = lerp(final, leaves, leaves.a*fLeavesFactor);
final = lerp(final, leaves, leaves.a*fLeavesFactor);
alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor);
alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor);
#endif // USE_SOFT_WATER
#endif // USE_SOFT_WATER
Copia
Copiato
Copia
Copiato
return half4 (final,
alpha*I.c0.a*I.c0.a
) ;
// Fogging
final = lerp(fog_color, final, I.fog);
alpha *= I.fog*I.fog;
return half4 (final,
alpha
) ;
#else // NEED_SOFT_WATER
#else // NEED_SOFT_WATER
Copia
Copiato
Copia
Copiato
return
half4
(final,
1
) ;
// Fogging
final = lerp(fog_color, final, I.fog);
return
float4
(final,
I.fog*I.fog
) ;
#endif // NEED_SOFT_WATER
#endif // NEED_SOFT_WATER
}
}
Diff salvati
Testo originale
Apri file
#include "common.h" struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; float4 tctexgen : TEXCOORD7 ; half4 c0 : COLOR0 ; // float fog : FOG ; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; uniform sampler2D s_leaves; #if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) half3 water_intensity; #endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) //////////////////////////////////////////////////////////////////////////////// // Pixel /* half4 main ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tbase); half3 t_env = texCUBE (s_env, I.tenv); half3 refl = lerp (t_env,t_base,I.c0.a); half3 color = lerp (refl, t_base,t_base.a); half3 final = color*I.c0*2 ; half alpha_shift = saturate(.5-I.c0.a); half alpha_add = alpha_shift*alpha_shift; half alpha = t_base.a; // out return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a ); } */ half4 main( vf I ) : COLOR { half4 base = tex2D (s_base,I.tbase); half3 n0 = tex2D (s_nmap,I.tnorm0); half3 n1 = tex2D (s_nmap,I.tnorm1); half3 Navg = n0 + n1 - 1; half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); half3 v2point = normalize (I.v2point); half3 vreflect= reflect(v2point, Nw); vreflect.y= vreflect.y*2-1; // fake remapping /* // true remapping. Slow. half3 vreflectabs = abs(vreflect); half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; if (vreflect.y<0.99) vreflect.y = vreflect.y*2-1; */ half3 env0 = texCUBE (s_env0, vreflect); half3 env1 = texCUBE (s_env1, vreflect); half3 env = lerp (env0,env1,L_ambient.w); env *= env*2; half fresnel = saturate (dot(vreflect,v2point)); half power = pow(fresnel,9); half amount = 0.15h+0.25h*power; // 1=full env, 0=no env half3 c_reflection = env*amount; half3 final = lerp(c_reflection,base.rgb,base.a); final *= I.c0*2; // tonemap #ifdef USE_VTF // final *= I.c0.w ; #else // final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK #endif #ifdef NEED_SOFT_WATER half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test half4 _P = tex2Dproj( s_position, I.tctexgen); half waterDepth = _P.z-I.tctexgen.z; // water fog half fog_exp_intens = -4.0h; float fog = 1-exp(fog_exp_intens*waterDepth); half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r; // half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r); // half3 Fc = half3( 0.1h, 0.1h, 0.2h); // half3 Fc = half3( 1.0h, 0.0h, 0.0h); final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves half4 leaves = tex2D(s_leaves, I.tbase); leaves.rgb *= water_intensity.r; half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); half calc_depth = saturate(waterDepth*calc_cos); half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif // USE_SOFT_WATER return half4 (final, alpha*I.c0.a*I.c0.a ) ; #else // NEED_SOFT_WATER return half4 (final, 1 ) ; #endif // NEED_SOFT_WATER }
Testo modificato
Apri file
#include "common.h" struct vf { float4 hpos : POSITION ; float2 tbase : TEXCOORD0 ; // base float2 tnorm0 : TEXCOORD1 ; // nm0 float2 tnorm1 : TEXCOORD2 ; // nm1 half3 M1 : TEXCOORD3 ; half3 M2 : TEXCOORD4 ; half3 M3 : TEXCOORD5 ; half3 v2point : TEXCOORD6 ; #ifdef USE_SOFT_WATER #ifdef NEED_SOFT_WATER float4 tctexgen : TEXCOORD7 ; #endif // USE_SOFT_WATER #endif // NEED_SOFT_WATER half4 c0 : COLOR0 ; float fog : FOG ; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; uniform sampler2D s_leaves; #if defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) uniform half3 water_intensity; #endif // defined(USE_SOFT_WATER) && defined(NEED_SOFT_WATER) //////////////////////////////////////////////////////////////////////////////// // Pixel /* half4 main ( v2p I ) : COLOR { half4 t_base = tex2D (s_base,I.tbase); half3 t_env = texCUBE (s_env, I.tenv); half3 refl = lerp (t_env,t_base,I.c0.a); half3 color = lerp (refl, t_base,t_base.a); half3 final = color*I.c0*2 ; half alpha_shift = saturate(.5-I.c0.a); half alpha_add = alpha_shift*alpha_shift; half alpha = t_base.a; // out return half4 (final, t_base.a ); //t_base.a + (1-I.c0.a)); //half4 (final, t_base.a ); } */ half4 main( vf I ) : COLOR { half4 base = tex2D (s_base,I.tbase); half3 n0 = tex2D (s_nmap,I.tnorm0); half3 n1 = tex2D (s_nmap,I.tnorm1); half3 Navg = n0 + n1 - 1; half3 Nw = mul (half3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize (Nw); half3 v2point = normalize (I.v2point); half3 vreflect= reflect(v2point, Nw); vreflect.y= vreflect.y*2-1; // fake remapping /* // true remapping. Slow. half3 vreflectabs = abs(vreflect); half vreflectmax = max( vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; if (vreflect.y<0.99) vreflect.y = vreflect.y*2-1; */ half3 env0 = texCUBE (s_env0, vreflect); half3 env1 = texCUBE (s_env1, vreflect); half3 env = lerp (env0,env1,L_ambient.w); env *= env*2; half fresnel = saturate (dot(vreflect,v2point)); half power = pow(fresnel,9); half amount = 0.15h+0.25h*power; // 1=full env, 0=no env half3 c_reflection = env*amount; half3 final = lerp(c_reflection,base.rgb,base.a); final *= I.c0*2; // tonemap #ifdef USE_VTF // final *= I.c0.w ; #else // final *= tex2D (s_tonemap,I.tbase).x ; // any TC - OK #endif #ifdef NEED_SOFT_WATER half alpha = 0.75h+0.25h*power; // 1=full env, 0=no env #ifdef USE_SOFT_WATER // Igor: additional depth test half4 _P = tex2Dproj( s_position, I.tctexgen); half waterDepth = _P.z-I.tctexgen.z; // water fog half fog_exp_intens = -4.0h; float fog = 1-exp(fog_exp_intens*waterDepth); half3 Fc = half3( 0.1h, 0.1h, 0.1h) * water_intensity.r; // half3 Fc = lerp(half3( 1.0h, 0.0h, 0.0h), half3( 0.0h, 1.0h, 0.0h), water_intensity.r); // half3 Fc = half3( 0.1h, 0.1h, 0.2h); // half3 Fc = half3( 1.0h, 0.0h, 0.0h); final = lerp (Fc, final, alpha); alpha = min(alpha, saturate(waterDepth)); alpha = max (fog, alpha); // Leaves half4 leaves = tex2D(s_leaves, I.tbase); leaves.rgb *= water_intensity.r; half calc_cos = -dot(float3(I.M1.z, I.M2.z, I.M3.z), normalize(v2point)); half calc_depth = saturate(waterDepth*calc_cos); half fLeavesFactor = smoothstep(0.025, 0.05, calc_depth ); fLeavesFactor *= smoothstep(0.1, 0.075, calc_depth ); final = lerp(final, leaves, leaves.a*fLeavesFactor); alpha = lerp(alpha, leaves.a, leaves.a*fLeavesFactor); #endif // USE_SOFT_WATER // Fogging final = lerp(fog_color, final, I.fog); alpha *= I.fog*I.fog; return half4 (final, alpha ) ; #else // NEED_SOFT_WATER // Fogging final = lerp(fog_color, final, I.fog); return float4 (final, I.fog*I.fog ) ; #endif // NEED_SOFT_WATER }
Trovare la differenza