Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Content/Effects/watershader.fx
T
Joonas Rikkonen 80ab27df22 c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
2019-03-18 22:50:18 +02:00

144 lines
4.1 KiB
HLSL

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 : SV_POSITION;
float4 Color : COLOR0;
float2 TexCoords: TEXCOORD0; // added
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
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 : SV_Position, 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();
}
}