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https://github.com/TorqueGameEngines/Torque3D.git
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50 lines
1.3 KiB
HLSL
50 lines
1.3 KiB
HLSL
#include "shaders/common/shaderModelAutoGen.hlsl"
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#include "shaders/common/lighting/advanced/farFrustumQuad.hlsl"
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#include "shaders/common/lighting/advanced/lightingUtils.hlsl"
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#include "shaders/common/lighting.hlsl"
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#include "shaders/common/torque.hlsl"
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struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 wsEyeDir : TEXCOORD0;
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float4 ssPos : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1);
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uniform float4 rtParams0;
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uniform float4x4 invViewMat;
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float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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{
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// Compute scene UV
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float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
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float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
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//float3 eyeRay = IN.vsEyeDir.xyz;
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// Sample/unpack the normal/z data
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float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
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float3 normal = deferredSample.rgb;
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float depth = deferredSample.a;
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if (depth>0.9999)
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return float4(0,0,0,0);
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// Need world-space normal.
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float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
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float3 reflectionVec = reflect(IN.wsEyeDir, float4(normalize(wsNormal),1)).rgb;
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float4 color = TORQUE_TEXCUBE(cubeMap, reflectionVec);
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//simple visibility testing
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//float4 color = float4(1,0,0,1);
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return float4(color.rgb, 1);
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}
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