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 | float4 pos : POSITION, |
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40 | float3 noiseCoord : TEXCOORD0, |
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41 | float4 projectionCoord : TEXCOORD1, |
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42 | float3 eyeDir : TEXCOORD2, |
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43 | float3 normal : TEXCOORD3, |
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44 | |
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45 | out float4 col : COLOR, |
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46 | |
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47 | uniform float4 tintColour, |
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48 | uniform float noiseScale, |
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49 | uniform float fresnelBias, |
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50 | uniform float fresnelScale, |
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51 | uniform float fresnelPower, |
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52 | uniform sampler2D noiseMap : register(s0), |
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53 | uniform sampler2D reflectMap : register(s1), |
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54 | uniform sampler2D refractMap : register(s2) |
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55 | ) |
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56 | { |
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57 | // Do the tex projection manually so we can distort _after_ |
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58 | float2 final = projectionCoord.xy / projectionCoord.w; |
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59 | |
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60 | // Noise |
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61 | float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale; |
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62 | final += noiseNormal.xz; |
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63 | |
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64 | // Fresnel |
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65 | //normal = normalize(normal + noiseNormal.xz); |
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66 | float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); |
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67 | |
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68 | // Reflection / refraction |
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69 | float4 reflectionColour = tex2D(reflectMap, final); |
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70 | float4 refractionColour = tex2D(refractMap, final) + tintColour; |
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71 | |
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72 | // Final colour |
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73 | col = lerp(refractionColour, reflectionColour, fresnel); |
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74 | |
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75 | |
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76 | } |
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