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

86 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.
//-----------------------------------------------------------------------------
#define IN_HLSL
#include "shdrConsts.h"
//-----------------------------------------------------------------------------
// Data
//-----------------------------------------------------------------------------
struct v2f
{
float4 HPOS : POSITION;
float2 TEX0 : TEXCOORD0;
float4 tangentToCube0 : TEXCOORD1;
float4 tangentToCube1 : TEXCOORD2;
float4 tangentToCube2 : TEXCOORD3;
float4 lightVec : TEXCOORD4;
float3 pixPos : TEXCOORD5;
float3 eyePos : TEXCOORD6;
};
struct Fragout
{
float4 col : COLOR0;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
Fragout main(v2f IN,
uniform sampler2D diffMap : register(S0),
uniform sampler2D bumpMap : register(S2),
uniform samplerCUBE cubeMap : register(S1),
uniform float4 specularColor : register(PC_MAT_SPECCOLOR),
uniform float specularPower : register(PC_MAT_SPECPOWER),
uniform float4 ambient : register(PC_AMBIENT_COLOR),
uniform float accumTime : register(PC_ACCUM_TIME)
)
{
Fragout OUT;
float2 texOffset;
float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03;
float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04;
texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2;
texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05;
float4 bumpNorm = tex2D( bumpMap, texOffset ) * 2.0 - 1.0;
float4 diffuse = tex2D( diffMap, texOffset );
OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient);
float3 eyeVec = normalize(IN.eyePos - IN.pixPos);
float3 halfAng = normalize(eyeVec + IN.lightVec.xyz);
float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w;
specular = pow(abs(specular), specularPower);
OUT.col += specularColor * specular;
return OUT;
}