Torque3D/Templates/Empty/game/shaders/common/planarReflectBumpP.hlsl
2012-09-19 11:29:55 -04:00

83 lines
3.3 KiB
HLSL

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
struct ConnectData
{
float4 texCoord : TEXCOORD0;
float2 tex2 : TEXCOORD1;
};
struct Fragout
{
float4 col : COLOR0;
};
//-----------------------------------------------------------------------------
// 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 = saturate( val * 10.0 );
// Fades from 1.0 to 0.0 when greater than 0.9
float fadeHigh = 1.0 - saturate( (val - 0.9) * 10.0 );
return fadeLow * fadeHigh;
}
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main( ConnectData IN,
uniform sampler2D refractMap : register(S1),
uniform sampler2D texMap : register(S0),
uniform sampler2D bumpMap : register(S2)
)
{
Fragout OUT;
float3 bumpNorm = tex2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
float2 offset = float2( bumpNorm.x, bumpNorm.y );
float4 texIndex = IN.texCoord;
// 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;
float4 reflectColor = tex2Dproj( refractMap, texIndex );
float4 diffuseColor = tex2D( texMap, IN.tex2 );
OUT.col = diffuseColor + reflectColor * diffuseColor.a;
return OUT;
}