planarReflectP.hlsl 2.3 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. //-----------------------------------------------------------------------------
  39. // Main
  40. //-----------------------------------------------------------------------------
  41. Fragout main( ConnectData IN )
  42. {
  43. Fragout OUT;
  44. float4 diffuseColor = TORQUE_TEX2D( texMap, IN.texCoord );
  45. float4 reflectColor = TORQUE_TEX2DPROJ(refractMap, IN.tex2);
  46. OUT.col = diffuseColor + reflectColor * diffuseColor.a;
  47. return OUT;
  48. }