Torque3D/Templates/BaseGame/game/tools/resources/reflectionProbePreviewP.hlsl

50 lines
1.3 KiB
HLSL

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