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Shader Code from Oliver2s and tranparency code from Matt_Aufderheide.
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In Wed, add a big Hollowed cubes and increase it so that it involves your level and activate the flag Sky of Hollowed cube.
The water terrain needs to have a 3rd skin (a normalmap).
You also need to have a SkyCube+6.tga inside your level folder.
Apply terrainobject action to your terrain and Water action to your water terrain.
Make a WaterShader.wdl and include it inside of your level.wdl.
You can find the code for each files (WaterShader.wdl; water.fx; clip.fx) below.
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// WaterShader.wdl
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Code:
var bumpness =24;
var speed = 1;
bind <water.fx>;
entity* water_ent;
var temp2[3];
var hoch;
var hoch1 = 3.2;
SKY himmel1
{
type = SkyCube+6.tga;
layer = 3;
flags = cube,visible;
z = 0;
}
VIEW mirror
{
layer = 10;
}
function render_event();
MATERIAL waterfx
{
}
var hoch;
var hoch1 = 3.2;
ACTION water
{
water_ent = me;
var count;
var count1;
var a = 180;
var b;
my.transparent = on;
my.nofog = on;
my.material = waterfx;
my.scale_x = 50;
my.scale_y = 50;
my.z += 20;
hoch = my.z;
while(1)
{
my.z = hoch;
my.skill41=float(count);
my.skill42=float(count1);
my.skill43=float(0);
my.skill44=float(0);
a += speed*time;
a %= 360;
b += speed*time;
b %= 360;
count = sin(a)+bumpness;
count1 = cos(b)+bumpness;
hoch1 = my.z*0.049;
wait(1);
}
}
STARTER init_water
{
wait(2);
while(water_ent==null){wait(1);}
mirror.size_x = camera.size_x;
mirror.size_y = camera.size_y;
d3d_fogcolor1.red = 128;
d3d_fogcolor1.green = 128;
d3d_fogcolor1.blue = 150;
fog_color = 1;
camera.fog_start = 8000;
camera.fog_end = 10000;
mirror.fog_start = 8000;
mirror.fog_end = 10000;
camera.clip_near = 0;
mirror.clip_near = 0;
mirror.nocull = on;
mirror.bmap = bmap_for_entity(water_ent,1);
mirror.bmap = bmap_for_entity(water_ent2,1);
mirror.aspect = -1;
mirror.visible = on;
IF(d3d_shaderversion < 2020)
{
while(1)
{
draw_text("You need a video card with Pixelshader 2.0",screen_size.x-520,screen_size.y-280,vector(0,0,0));
wait(1);
}
}
loadfx();
mirror.aspect = -1;
proc_late();
while(1)
{
mirror.x = camera.x;
mirror.y = camera.y;
mirror.z = -camera.z+ (2*water_ent.z);
mirror.z = -camera.z+ (2*water_ent2.z);
mirror.pan = camera.pan;
mirror.tilt = -camera.tilt;
wait(1);
}
}
MATERIAL terrain_clipping //for clipping the terrain underwater in the mirror view
{
event = render_event();
flags = enable_view;
effect=
"
float4x4 matWorldViewProj: register(c0);
texture entSkin1;
vector vecSkill41;
float1 mtlSkill1;
struct VS_OUTPUT
{
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
float3 eyeLinear: TEXCOORD1;
};
VS_OUTPUT VS_p0(float4 Pos1: POSITION, float2 basemap: TEXCOORD0)
{
VS_OUTPUT Out;
Out.Pos = mul(Pos1, matWorldViewProj);
Out.texCoord = basemap;
Out.eyeLinear.x = Pos1.x;
Out.eyeLinear.y = Pos1.y;
Out.eyeLinear.z = Pos1.z;
return Out;
}
sampler BaseMap = sampler_state
{
texture=(entSkin1);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};
float4 PS_p0( float2 texCoord: TEXCOORD0,
float3 eyeLinear: TEXCOORD1) : COLOR
{
float4 base = tex2D(BaseMap, texCoord);
clip((eyeLinear.y-vecSkill41)*mtlSkill1);
// Output
return base * 1.2;
}
technique water
{
pass p1
{
VertexShader = compile vs_1_1 VS_p0();
PixelShader = compile ps_2_0 PS_p0();
}
}
";
}
FUNCTION loadfx
{
effect_load(terrain_clip ping,"clip.fx");
effect_load(waterfx,"water.fx");
}
ACTION terrainobject
{
IF(d3d_shaderversion < 2020) { return; }
while(water_ent==null){wait(1);}
var hoch1;
my.material = terrain_clipping;
my.nofog = on;
while(1)
{
my.skill41 = float(hoch1);
wait(1);
}
}
function render_event()
{
if(render_view == camera)
{
mtl.skill1 = float(0);
}
if(render_view == mirror)
{
mtl.skill1 = float(1);
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////End of WaterShader.wdl
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////Water.fx
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Code:
float4x4 matWorldViewProj: register(c0);
float4 matWorld;
float4 vecViewPos;
texture entSkin1;
texture entSkin2;
texture entSkin3;
vector vecSkill41;
float1 mtlSkill1;
sampler BumpMap = sampler_state
{
texture=(entSkin3);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler ReflectionMap = sampler_state
{
texture=(entSkin1);
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
struct VS_OUTPUT
{
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
float3 eyeLinear: TEXCOORD1;
float4 fresnel: COLOR0;
};
VS_OUTPUT VS_p0(float4 Pos: POSITION)
{
VS_OUTPUT Out;
float4 pos = float4(1 * Pos.x, 1 * Pos.y - 1, 1 * Pos.z, 1);
float4 pPos = mul(float4(pos.xyz,1), matWorldViewProj);
Out.Pos = pPos;
Out.texCoord.x = Pos.x * 0.5;
Out.texCoord.y = Pos.z * 0.5;
Out.eyeLinear.x = 0.5 * (pPos.z + pPos.x);
Out.eyeLinear.y = 0.5 * (pPos.z - pPos.y);
Out.eyeLinear.z = pPos.z * 1;
float3 PositionWorld = mul(Pos, matWorld);
float dist=distance(PositionWorld, vecViewPos);
if (dist<=300)
{
Out.fresnel.xyzw=dist*0.005;
}
if (dist>300)
{
Out.fresnel.xyzw=1.0;
}
return Out;
}
float4 PS_p0( float2 texCoord: TEXCOORD0,float3 eyeLinear: TEXCOORD1, float4 fresnel: COLOR0) : COLOR
{
// addiere die Geschindigkeit von vecSkill41 hinzu für Wellenbewegung
float2 waterCoord = texCoord.xy * 0.001 * vecSkill41;
// die Bumpmap mit der waterCoord Koordinaten
float4 bump = tex2D(BumpMap, waterCoord) * 2 - 1;
bump = normalize(bump);
float2 mid = eyeLinear.xy / eyeLinear.z + bump.xy * 0.1f;
// Reflektierte Wasseroberfläche
float4 reflection = tex2D(ReflectionMap, mid);
float4 final=reflection;
float3 watercolor=(0.93,0.93,0.75); //adjust this change water coloring
final.rgb*=watercolor;
final.w=(1*fresnel)*0.93;//0.8;
// Output
//return reflection;
return final;
}
technique water
{
pass p1
{
zwriteenable=false;
zenable=true;
alphablendenable=true;
VertexShader = compile vs_1_1 VS_p0();
PixelShader = compile ps_2_0 PS_p0();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////End of Water.fx
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////End of clip.fx
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Code:
float4x4 matWorldViewProj: register(c0);
texture entSkin1;
vector vecSkill41;
vector mtlSkill1;
struct VS_OUTPUT
{
float4 Pos: POSITION;
float2 texCoord: TEXCOORD0;
float3 eyeLinear: TEXCOORD1;
};
VS_OUTPUT VS_p0(float4 Pos1: POSITION, float2 basemap: TEXCOORD0)
{
VS_OUTPUT Out;
Out.Pos = mul(Pos1, matWorldViewProj);
Out.texCoord = basemap;
Out.eyeLinear.x = Pos1.x;
Out.eyeLinear.y = Pos1.y;
Out.eyeLinear.z = Pos1.z;
return Out;
}
sampler BaseMap = sampler_state
{
texture=(entSkin1);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};
float4 PS_p0( float2 texCoord: TEXCOORD0,
float3 eyeLinear: TEXCOORD1) : COLOR
{
float4 base = tex2D(BaseMap, texCoord);
clip((eyeLinear.y-vecSkill41)*mtlSkill1);
// Output
return base * 1.2;
}
technique water
{
pass p1
{
VertexShader = compile vs_1_1 VS_p0();
PixelShader = compile ps_2_0 PS_p0();
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////End of clip.fx
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////