mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-28 00:29:34 +00:00
213 lines
8.2 KiB
HLSL
213 lines
8.2 KiB
HLSL
//-----------------------------------------------------------------------------
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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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#include "../torque.hlsl"
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//-----------------------------------------------------------------------------
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// Defines
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//-----------------------------------------------------------------------------
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// miscParams
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#define FRESNEL_BIAS miscParams[0]
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#define FRESNEL_POWER miscParams[1]
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#define CLARITY miscParams[2]
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#define ISRIVER miscParams[3]
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// reflectParams
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#define REFLECT_PLANE_Z reflectParams[0]
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#define REFLECT_MIN_DIST reflectParams[1]
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#define REFLECT_MAX_DIST reflectParams[2]
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#define NO_REFLECT reflectParams[3]
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// distortionParams
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#define DISTORT_START_DIST distortionParams[0]
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#define DISTORT_END_DIST distortionParams[1]
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#define DISTORT_FULL_DEPTH distortionParams[2]
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// ConnectData.misc
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#define LIGHT_VEC IN.misc.xyz
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#define WORLD_Z IN.objPos.w
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// specularParams
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#define SPEC_POWER specularParams[3]
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#define SPEC_COLOR specularParams.xyz
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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struct ConnectData
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{
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float4 hpos : POSITION;
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// TexCoord 0 and 1 (xy,zw) for ripple texture lookup
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float4 rippleTexCoord01 : TEXCOORD0;
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// TexCoord 2 for ripple texture lookup
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float2 rippleTexCoord2 : TEXCOORD1;
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// Screenspace vert position BEFORE wave transformation
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float4 posPreWave : TEXCOORD2;
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// Screenspace vert position AFTER wave transformation
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float4 posPostWave : TEXCOORD3;
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// Worldspace unit distance/depth of this vertex/pixel
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float pixelDist : TEXCOORD4;
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// Objectspace vert position BEFORE wave transformation
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// w coord is world space z position.
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float4 objPos : TEXCOORD5;
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float3 misc : TEXCOORD6;
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};
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//-----------------------------------------------------------------------------
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// approximate Fresnel function
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//-----------------------------------------------------------------------------
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float fresnel(float NdotV, float bias, float power)
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{
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return bias + (1.0-bias)*pow(abs(1.0 - max(NdotV, 0)), power);
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}
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform sampler bumpMap : register( S0 );
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//uniform sampler2D prepassTex : register( S1 );
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uniform sampler2D reflectMap : register( S2 );
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uniform sampler refractBuff : register( S3 );
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uniform samplerCUBE skyMap : register( S4 );
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//uniform sampler foamMap : register( S5 );
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uniform float4 baseColor;
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uniform float4 miscParams;
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uniform float4 reflectParams;
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uniform float3 ambientColor;
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uniform float3 eyePos;
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uniform float3 distortionParams;
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uniform float3 fogData;
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uniform float4 fogColor;
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uniform float4 rippleMagnitude;
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uniform float4 specularParams;
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uniform float4x4 modelMat;
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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float4 main( ConnectData IN ) : COLOR
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{
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// Modulate baseColor by the ambientColor.
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float4 waterBaseColor = baseColor * float4( ambientColor.rgb, 1 );
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// Get the bumpNorm...
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float3 bumpNorm = ( tex2D( bumpMap, IN.rippleTexCoord01.xy ).rgb * 2.0 - 1.0 ) * rippleMagnitude.x;
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bumpNorm += ( tex2D( bumpMap, IN.rippleTexCoord01.zw ).rgb * 2.0 - 1.0 ) * rippleMagnitude.y;
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bumpNorm += ( tex2D( bumpMap, IN.rippleTexCoord2 ).rgb * 2.0 - 1.0 ) * rippleMagnitude.z;
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bumpNorm = normalize( bumpNorm );
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bumpNorm = lerp( bumpNorm, float3(0,0,1), 1.0 - rippleMagnitude.w );
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// We subtract a little from it so that we don't
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// distort where the water surface intersects the
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// camera near plane.
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float distortAmt = saturate( IN.pixelDist / 1.0 ) * 0.8;
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float4 distortPos = IN.posPostWave;
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distortPos.xy += bumpNorm.xy * distortAmt;
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#ifdef UNDERWATER
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return hdrEncode( tex2Dproj( refractBuff, distortPos ) );
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#else
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float3 eyeVec = IN.objPos.xyz - eyePos;
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eyeVec = mul( (float3x3)modelMat, eyeVec );
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float3 reflectionVec = reflect( eyeVec, bumpNorm );
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// Color that replaces the reflection color when we do not
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// have one that is appropriate.
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float4 fakeColor = float4(ambientColor,1);
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// Use fakeColor for ripple-normals that are angled towards the camera
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eyeVec = -eyeVec;
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eyeVec = normalize( eyeVec );
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float ang = saturate( dot( eyeVec, bumpNorm ) );
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float fakeColorAmt = ang;
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// Get reflection map color
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float4 refMapColor = hdrDecode( tex2Dproj( reflectMap, distortPos ) );
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// If we do not have a reflection texture then we use the cubemap.
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refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );
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// Combine reflection color and fakeColor.
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float4 reflectColor = lerp( refMapColor, fakeColor, fakeColorAmt );
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//return refMapColor;
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// Get refract color
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float4 refractColor = hdrDecode( tex2Dproj( refractBuff, distortPos ) );
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// calc "diffuse" color by lerping from the water color
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// to refraction image based on the water clarity.
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float4 diffuseColor = lerp( refractColor, waterBaseColor, 1.0f - CLARITY );
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// fresnel calculation
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float fresnelTerm = fresnel( ang, FRESNEL_BIAS, FRESNEL_POWER );
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//return float4( fresnelTerm.rrr, 1 );
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// Also scale the frensel by our distance to the
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// water surface. This removes the hard reflection
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// when really close to the water surface.
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fresnelTerm *= saturate( IN.pixelDist - 0.1 );
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// Combine the diffuse color and reflection image via the
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// fresnel term and set out output color.
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float4 OUT = lerp( diffuseColor, reflectColor, fresnelTerm );
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#ifdef WATER_SPEC
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// Get some specular reflection.
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float3 newbump = bumpNorm;
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newbump.xy *= 3.5;
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newbump = normalize( bumpNorm );
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half3 halfAng = normalize( eyeVec + -LIGHT_VEC );
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float specular = saturate( dot( newbump, halfAng ) );
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specular = pow( specular, SPEC_POWER );
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OUT.rgb = OUT.rgb + ( SPEC_COLOR * specular.xxx );
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#else // Disable fogging if spec is on because otherwise we run out of instructions.
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// Fog it.
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float factor = computeSceneFog( eyePos,
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IN.objPos,
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WORLD_Z,
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fogData.x,
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fogData.y,
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fogData.z );
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//OUT.rgb = lerp( OUT.rgb, fogColor.rgb, 1.0 - saturate( factor ) );
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#endif
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return hdrEncode( OUT );
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#endif
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}
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