planarReflectBumpP.hlsl 3.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. //-----------------------------------------------------------------------------
  23. // Structures
  24. //-----------------------------------------------------------------------------
  25. #include "shaderModel.hlsl"
  26. struct ConnectData
  27. {
  28. float4 hpos : TORQUE_POSITION;
  29. float2 texCoord : TEXCOORD0;
  30. float4 tex2 : TEXCOORD1;
  31. };
  32. struct Fragout
  33. {
  34. float4 col : TORQUE_TARGET0;
  35. };
  36. TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
  37. TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
  38. TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2);
  39. //-----------------------------------------------------------------------------
  40. // Fade edges of axis for texcoord passed in
  41. //-----------------------------------------------------------------------------
  42. float fadeAxis( float val )
  43. {
  44. // Fades from 1.0 to 0.0 when less than 0.1
  45. float fadeLow = saturate( val * 10.0 );
  46. // Fades from 1.0 to 0.0 when greater than 0.9
  47. float fadeHigh = 1.0 - saturate( (val - 0.9) * 10.0 );
  48. return fadeLow * fadeHigh;
  49. }
  50. //-----------------------------------------------------------------------------
  51. // Main
  52. //-----------------------------------------------------------------------------
  53. Fragout main( ConnectData IN )
  54. {
  55. Fragout OUT;
  56. float3 bumpNorm = TORQUE_TEX2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
  57. float2 offset = float2( bumpNorm.x, bumpNorm.y );
  58. float4 texIndex = IN.texCoord;
  59. // The fadeVal is used to "fade" the distortion at the edges of the screen.
  60. // This is done so it won't sample the reflection texture out-of-bounds and create artifacts
  61. // Note - this can be done more efficiently with a texture lookup
  62. float fadeVal = fadeAxis( texIndex.x / texIndex.w ) * fadeAxis( texIndex.y / texIndex.w );
  63. const float distortion = 0.2;
  64. texIndex.xy += offset * distortion * fadeVal;
  65. float4 reflectColor = TORQUE_TEX2DPROJ( refractMap, texIndex );
  66. float4 diffuseColor = TORQUE_TEX2D( texMap, IN.tex2 );
  67. OUT.col = diffuseColor + reflectColor * diffuseColor.a;
  68. return OUT;
  69. }