mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
70 lines
3 KiB
GLSL
70 lines
3 KiB
GLSL
//-----------------------------------------------------------------------------
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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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// Data
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//-----------------------------------------------------------------------------
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uniform sampler2D diffuseMap, refractMap, bumpMap;
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uniform vec4 shadeColor;
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in vec2 TEX0;
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in vec4 TEX1;
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out vec4 OUT_col;
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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 = clamp( val * 10.0, 0.0, 1.0 );
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// Fades from 1.0 to 0.0 when greater than 0.9
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float fadeHigh = 1.0 - clamp( (val - 0.9) * 10.0, 0.0, 1.0 );
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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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void main()
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{
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vec3 bumpNorm = texture( bumpMap, TEX0 ).rgb * 2.0 - 1.0;
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vec2 offset = vec2( bumpNorm.x, bumpNorm.y );
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vec4 texIndex = TEX1;
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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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vec4 diffuseColor = texture( diffuseMap, TEX0 );
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vec4 reflectColor = textureProj( refractMap, texIndex );
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OUT_col = diffuseColor + reflectColor * diffuseColor.a;
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}
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