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- #include "shaders/common/shaderModelAutoGen.hlsl"
- #include "shaders/common/lighting/advanced/farFrustumQuad.hlsl"
- #include "shaders/common/lighting/advanced/lightingUtils.hlsl"
- #include "shaders/common/lighting.hlsl"
- #include "shaders/common/torque.hlsl"
- struct ConvexConnectP
- {
- float4 pos : TORQUE_POSITION;
- float4 wsEyeDir : TEXCOORD0;
- float4 ssPos : TEXCOORD1;
- float4 vsEyeDir : TEXCOORD2;
- };
- TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
- TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1);
- uniform float4 rtParams0;
- uniform float4x4 invViewMat;
- float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
- {
- // Compute scene UV
- float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
- float2 uvScene = getUVFromSSPos( ssPos, rtParams0 );
- //float3 eyeRay = IN.vsEyeDir.xyz;
- // Sample/unpack the normal/z data
- float4 deferredSample = TORQUE_DEFERRED_UNCONDITION( deferredBuffer, uvScene );
- float3 normal = deferredSample.rgb;
- float depth = deferredSample.a;
- if (depth>0.9999)
- return float4(0,0,0,0);
- // Need world-space normal.
- float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
- float3 reflectionVec = reflect(IN.wsEyeDir, float4(normalize(wsNormal),1)).rgb;
- float4 color = TORQUE_TEXCUBE(cubeMap, reflectionVec);
- //simple visibility testing
- //float4 color = float4(1,0,0,1);
- return float4(color.rgb, 1);
- }
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