//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Data //----------------------------------------------------------------------------- uniform sampler2D diffuseMap, refractMap, bumpMap; uniform vec4 shadeColor; in vec2 TEX0; in vec4 TEX1; out vec4 OUT_col; //----------------------------------------------------------------------------- // Fade edges of axis for texcoord passed in //----------------------------------------------------------------------------- float fadeAxis( float val ) { // Fades from 1.0 to 0.0 when less than 0.1 float fadeLow = clamp( val * 10.0, 0.0, 1.0 ); // Fades from 1.0 to 0.0 when greater than 0.9 float fadeHigh = 1.0 - clamp( (val - 0.9) * 10.0, 0.0, 1.0 ); return fadeLow * fadeHigh; } //----------------------------------------------------------------------------- // Main //----------------------------------------------------------------------------- void main() { vec3 bumpNorm = texture( bumpMap, TEX0 ).rgb * 2.0 - 1.0; vec2 offset = vec2( bumpNorm.x, bumpNorm.y ); vec4 texIndex = TEX1; // The fadeVal is used to "fade" the distortion at the edges of the screen. // This is done so it won't sample the reflection texture out-of-bounds and create artifacts // Note - this can be done more efficiently with a texture lookup float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w ); const float distortion = 0.2; texIndex.xy += offset * distortion * fadeVal; vec4 diffuseColor = texture( diffuseMap, TEX0 ); vec4 reflectColor = textureProj( refractMap, texIndex ); OUT_col = diffuseColor + reflectColor * diffuseColor.a; }