reflectionProbePreviewP.hlsl 1.3 KB

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  1. #include "shaders/common/shaderModelAutoGen.hlsl"
  2. #include "shaders/common/lighting/advanced/farFrustumQuad.hlsl"
  3. #include "shaders/common/lighting/advanced/lightingUtils.hlsl"
  4. #include "shaders/common/lighting.hlsl"
  5. #include "shaders/common/torque.hlsl"
  6. struct ConvexConnectP
  7. {
  8. float4 pos : TORQUE_POSITION;
  9. float4 wsEyeDir : TEXCOORD0;
  10. float4 ssPos : TEXCOORD1;
  11. float4 vsEyeDir : TEXCOORD2;
  12. };
  13. TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
  14. TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1);
  15. uniform float4 rtParams0;
  16. uniform float4x4 invViewMat;
  17. float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
  18. {
  19. // Compute scene UV
  20. float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
  21. float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
  22. //float3 eyeRay = IN.vsEyeDir.xyz;
  23. // Sample/unpack the normal/z data
  24. float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
  25. float3 normal = deferredSample.rgb;
  26. float depth = deferredSample.a;
  27. if (depth>0.9999)
  28. return float4(0,0,0,0);
  29. // Need world-space normal.
  30. float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
  31. float3 reflectionVec = reflect(IN.wsEyeDir, float4(normalize(wsNormal),1)).rgb;
  32. float4 color = TORQUE_TEXCUBE(cubeMap, reflectionVec);
  33. //simple visibility testing
  34. //float4 color = float4(1,0,0,1);
  35. return float4(color.rgb, 1);
  36. }