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Full Template for ticket #1
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Templates/Full/game/shaders/common/planarReflectBumpP.hlsl
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Templates/Full/game/shaders/common/planarReflectBumpP.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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struct ConnectData
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{
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float4 texCoord : TEXCOORD0;
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float2 tex2 : TEXCOORD1;
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};
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struct Fragout
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{
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float4 col : COLOR0;
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};
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//-----------------------------------------------------------------------------
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// Fade edges of axis for texcoord passed in
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//-----------------------------------------------------------------------------
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float fadeAxis( float val )
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{
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// Fades from 1.0 to 0.0 when less than 0.1
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float fadeLow = saturate( val * 10.0 );
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// Fades from 1.0 to 0.0 when greater than 0.9
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float fadeHigh = 1.0 - saturate( (val - 0.9) * 10.0 );
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return fadeLow * fadeHigh;
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}
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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Fragout main( ConnectData IN,
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uniform sampler2D refractMap : register(S1),
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uniform sampler2D texMap : register(S0),
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uniform sampler2D bumpMap : register(S2)
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)
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{
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Fragout OUT;
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float3 bumpNorm = tex2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
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float2 offset = float2( bumpNorm.x, bumpNorm.y );
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float4 texIndex = IN.texCoord;
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// The fadeVal is used to "fade" the distortion at the edges of the screen.
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// This is done so it won't sample the reflection texture out-of-bounds and create artifacts
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// Note - this can be done more efficiently with a texture lookup
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float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w );
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const float distortion = 0.2;
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texIndex.xy += offset * distortion * fadeVal;
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float4 reflectColor = tex2Dproj( refractMap, texIndex );
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float4 diffuseColor = tex2D( texMap, IN.tex2 );
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OUT.col = diffuseColor + reflectColor * diffuseColor.a;
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return OUT;
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}
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