[390] | 1 | // Vertex program for fresnel reflections / refractions |
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| 2 | void main_vp( |
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| 3 | float4 pos : POSITION, |
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| 4 | float4 normal : NORMAL, |
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| 5 | float2 tex : TEXCOORD0, |
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| 6 | |
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| 7 | out float4 oPos : POSITION, |
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| 8 | out float3 noiseCoord : TEXCOORD0, |
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| 9 | out float4 projectionCoord : TEXCOORD1, |
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| 10 | out float3 oEyeDir : TEXCOORD2, |
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| 11 | out float3 oNormal : TEXCOORD3, |
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| 12 | |
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| 13 | uniform float4x4 worldViewProjMatrix, |
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| 14 | uniform float3 eyePosition, // object space |
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| 15 | uniform float timeVal, |
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| 16 | uniform float scale, // the amount to scale the noise texture by |
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| 17 | uniform float scroll, // the amount by which to scroll the noise |
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| 18 | uniform float noise // the noise perturb as a factor of the time |
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| 19 | ) |
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| 20 | { |
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| 21 | oPos = mul(worldViewProjMatrix, pos); |
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| 22 | // Projective texture coordinates, adjust for mapping |
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| 23 | float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, |
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| 24 | 0,-0.5, 0, 0.5, |
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| 25 | 0, 0, 0.5, 0.5, |
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| 26 | 0, 0, 0, 1); |
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| 27 | projectionCoord = mul(scalemat, oPos); |
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| 28 | // Noise map coords |
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| 29 | noiseCoord.xy = (tex + (timeVal * scroll)) * scale; |
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| 30 | noiseCoord.z = noise * timeVal; |
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| 31 | |
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| 32 | oEyeDir = normalize(pos.xyz - eyePosition); |
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| 33 | oNormal = normal.rgb; |
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| 34 | |
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| 35 | } |
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| 36 | |
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| 37 | // Fragment program for distorting a texture using a 3D noise texture |
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| 38 | void main_fp( |
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| 39 | float3 noiseCoord : TEXCOORD0, |
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| 40 | float4 projectionCoord : TEXCOORD1, |
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| 41 | float3 eyeDir : TEXCOORD2, |
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| 42 | float3 normal : TEXCOORD3, |
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| 43 | |
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| 44 | out float4 col : COLOR, |
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| 45 | |
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| 46 | uniform float4 tintColour, |
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| 47 | uniform float noiseScale, |
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| 48 | uniform float fresnelBias, |
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| 49 | uniform float fresnelScale, |
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| 50 | uniform float fresnelPower, |
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| 51 | uniform sampler2D noiseMap : register(s0), |
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| 52 | uniform sampler2D reflectMap : register(s1), |
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| 53 | uniform sampler2D refractMap : register(s2) |
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| 54 | ) |
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| 55 | { |
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| 56 | // Do the tex projection manually so we can distort _after_ |
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| 57 | float2 final = projectionCoord.xy / projectionCoord.w; |
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| 58 | |
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| 59 | // Noise |
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| 60 | float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale; |
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| 61 | final += noiseNormal.xz; |
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| 62 | |
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| 63 | // Fresnel |
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| 64 | //normal = normalize(normal + noiseNormal.xz); |
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| 65 | float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); |
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| 66 | |
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| 67 | // Reflection / refraction |
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| 68 | float4 reflectionColour = tex2D(reflectMap, final); |
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| 69 | float4 refractionColour = tex2D(refractMap, final) + tintColour; |
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| 70 | |
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| 71 | // Final colour |
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| 72 | col = lerp(refractionColour, reflectionColour, fresnel); |
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| 73 | |
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| 74 | |
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| 75 | } |
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| 76 | |
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| 77 | |
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| 78 | // Old version to match ATI PS 1.3 implementation |
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| 79 | void main_vp_old( |
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| 80 | float4 pos : POSITION, |
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| 81 | float4 normal : NORMAL, |
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| 82 | float2 tex : TEXCOORD0, |
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| 83 | |
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| 84 | out float4 oPos : POSITION, |
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| 85 | out float fresnel : COLOR, |
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| 86 | out float3 noiseCoord : TEXCOORD0, |
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| 87 | out float4 projectionCoord : TEXCOORD1, |
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| 88 | |
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| 89 | uniform float4x4 worldViewProjMatrix, |
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| 90 | uniform float3 eyePosition, // object space |
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| 91 | uniform float fresnelBias, |
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| 92 | uniform float fresnelScale, |
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| 93 | uniform float fresnelPower, |
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| 94 | uniform float timeVal, |
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| 95 | uniform float scale, // the amount to scale the noise texture by |
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| 96 | uniform float scroll, // the amount by which to scroll the noise |
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| 97 | uniform float noise // the noise perturb as a factor of the time |
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| 98 | ) |
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| 99 | { |
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| 100 | oPos = mul(worldViewProjMatrix, pos); |
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| 101 | // Projective texture coordinates, adjust for mapping |
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| 102 | float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, |
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| 103 | 0,-0.5, 0, 0.5, |
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| 104 | 0, 0, 0.5, 0.5, |
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| 105 | 0, 0, 0, 1); |
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| 106 | projectionCoord = mul(scalemat, oPos); |
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| 107 | // Noise map coords |
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| 108 | noiseCoord.xy = (tex + (timeVal * scroll)) * scale; |
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| 109 | noiseCoord.z = noise * timeVal; |
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| 110 | |
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| 111 | // calc fresnel factor (reflection coefficient) |
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| 112 | float3 eyeDir = normalize(pos.xyz - eyePosition); |
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| 113 | fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); |
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| 114 | |
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| 115 | } |
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