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- //-----------------------------------------------------------------------------
- // 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
- //-----------------------------------------------------------------------------
- #include "shaderModel.hlsl"
- struct ConnectData
- {
- float4 hpos : TORQUE_POSITION;
- float2 texCoord : TEXCOORD0;
- float4 tex2 : TEXCOORD1;
- };
- struct Fragout
- {
- float4 col : TORQUE_TARGET0;
- };
- TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
- TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
- TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2);
- //-----------------------------------------------------------------------------
- // 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 )
- {
- Fragout OUT;
- float3 bumpNorm = TORQUE_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 = TORQUE_TEX2DPROJ( refractMap, texIndex );
- float4 diffuseColor = TORQUE_TEX2D( texMap, IN.tex2 );
- OUT.col = diffuseColor + reflectColor * diffuseColor.a;
- return OUT;
- }
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