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build/ | ||
dist/ | ||
.vs*/ | ||
CMakeUserPresets.json | ||
CMakeUserPresets.json | ||
shadertoolsconfig.json |
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#pragma once | ||
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namespace FeatureVersions | ||
{ | ||
using namespace std::literals::string_view_literals; | ||
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static const std::map<std::string_view, REL::Version> FEATURE_MINIMAL_VERSIONS | ||
{ | ||
@FEATURE_VERSIONS@ | ||
}; | ||
} |
Submodule CommonLibSSE-NG
updated
126 files
50 changes: 50 additions & 0 deletions
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features/Cloud Shadows/Shaders/CloudShadows/CloudShadows.hlsli
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struct PerPassCloudShadow | ||
{ | ||
uint EnableCloudShadows; | ||
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float CloudHeight; | ||
float PlanetRadius; | ||
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float EffectMix; | ||
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float TransparencyPower; | ||
float AbsorptionAmbient; | ||
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float RcpHPlusR; | ||
}; | ||
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StructuredBuffer<PerPassCloudShadow> perPassCloudShadow : register(t23); | ||
TextureCube<float4> cloudShadows : register(t40); | ||
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float3 getCloudShadowSampleDir(float3 rel_pos, float3 eye_to_sun) | ||
{ | ||
float r = perPassCloudShadow[0].PlanetRadius; | ||
float3 p = (rel_pos + float3(0, 0, r)) * perPassCloudShadow[0].RcpHPlusR; | ||
float dotprod = dot(p, eye_to_sun); | ||
float lengthsqr = dot(p, p); | ||
float t = -dotprod + sqrt(dotprod * dotprod - dot(p, p) + 1); | ||
float3 v = (p + eye_to_sun * t) * (r + perPassCloudShadow[0].CloudHeight) - float3(0, 0, r); | ||
v = normalize(v); | ||
return v; | ||
} | ||
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float3 getCloudShadowSampleDirFlatEarth(float3 rel_pos, float3 eye_to_sun) | ||
{ | ||
float3 p = rel_pos / perPassCloudShadow[0].CloudHeight; | ||
float dotprod = dot(p, eye_to_sun); | ||
float t = -dotprod + sqrt(dotprod * dotprod - dot(p, p) + 1); | ||
float3 v = p + eye_to_sun * t; | ||
v = normalize(v); // optional | ||
return v; | ||
} | ||
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float3 getCloudShadowMult(float3 rel_pos, float3 eye_to_sun, SamplerState samp) | ||
{ | ||
// float3 cloudSampleDir = getCloudShadowSampleDirFlatEarth(rel_pos, eye_to_sun).xyz; | ||
float3 cloudSampleDir = getCloudShadowSampleDir(rel_pos, eye_to_sun).xyz; | ||
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float4 cloudCubeSample = cloudShadows.Sample(samp, cloudSampleDir); | ||
float alpha = pow(saturate(cloudCubeSample.w), perPassCloudShadow[0].TransparencyPower); | ||
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return lerp(1.0, 1.0 - alpha, perPassCloudShadow[0].EffectMix); | ||
} |
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[Info] | ||
Version = 1-1-0 |
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2 changes: 1 addition & 1 deletion
2
features/Complex Parallax Materials/Shaders/Features/ComplexParallaxMaterials.ini
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[Info] | ||
Version = 1-0-2 | ||
Version = 1-0-3 |
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