mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
Templates changes for OpenGL shaders.
This commit is contained in:
parent
c354f59b72
commit
5bcd1458c4
140 changed files with 9210 additions and 6 deletions
|
|
@ -0,0 +1,85 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "../../../gl/hlslCompat.glsl"
|
||||
#include "../../gl/postFX.glsl"
|
||||
#include "shadergen:/autogenConditioners.h"
|
||||
|
||||
uniform vec3 eyePosWorld;
|
||||
uniform vec4 rtParams0;
|
||||
uniform vec4 waterFogPlane;
|
||||
uniform float accumTime;
|
||||
|
||||
uniform sampler2D prepassTex;
|
||||
uniform sampler2D causticsTex0;
|
||||
uniform sampler2D causticsTex1;
|
||||
uniform vec2 targetSize;
|
||||
|
||||
float distanceToPlane(vec4 plane, vec3 pos)
|
||||
{
|
||||
return (plane.x * pos.x + plane.y * pos.y + plane.z * pos.z) + plane.w;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//Sample the pre-pass
|
||||
vec4 prePass = prepassUncondition( prepassTex, IN_uv0 );
|
||||
|
||||
//Get depth
|
||||
float depth = prePass.w;
|
||||
if(depth > 0.9999)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
|
||||
//Get world position
|
||||
vec3 pos = eyePosWorld + IN_wsEyeRay * depth;
|
||||
|
||||
// Check the water depth
|
||||
float waterDepth = -distanceToPlane(waterFogPlane, pos);
|
||||
if(waterDepth < 0)
|
||||
{
|
||||
OUT_FragColor0 = vec4(0,0,0,0);
|
||||
return;
|
||||
}
|
||||
waterDepth = saturate(waterDepth);
|
||||
|
||||
//Use world position X and Y to calculate caustics UV
|
||||
vec2 causticsUV0 = mod(abs(pos.xy * 0.25), vec2(1, 1));
|
||||
vec2 causticsUV1 = mod(abs(pos.xy * 0.2), vec2(1, 1));
|
||||
|
||||
//Animate uvs
|
||||
float timeSin = sin(accumTime);
|
||||
causticsUV0.xy += vec2(accumTime*0.1, timeSin*0.2);
|
||||
causticsUV1.xy -= vec2(accumTime*0.15, timeSin*0.15);
|
||||
|
||||
//Sample caustics texture
|
||||
vec4 caustics = texture(causticsTex0, causticsUV0);
|
||||
caustics *= texture(causticsTex1, causticsUV1);
|
||||
|
||||
//Use normal Z to modulate caustics
|
||||
//float waterDepth = 1 - saturate(pos.z + waterFogPlane.w + 1);
|
||||
caustics *= saturate(prePass.z) * pow(1-depth, 64) * waterDepth;
|
||||
|
||||
OUT_FragColor0 = caustics;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue