1 | // oceanHLSL_Cg.frag |
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2 | // fragment program for Ocean water simulation |
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3 | // 04 Aug 2005 |
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4 | // adapted for Ogre by nfz |
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5 | // original shader source from Render Monkey 1.6 Reflections Refractions.rfx |
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6 | // can be used in both Cg and HLSL compilers |
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7 | |
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8 | // 06 Aug 2005: moved uvw calculation from fragment program into vertex program |
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9 | |
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10 | float4 main( float4 Pos: POSITION, |
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11 | float3 uvw: TEXCOORD0, float3 normal: TEXCOORD1, float3 vVec: TEXCOORD2, |
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12 | uniform float fadeBias, |
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13 | uniform float fadeExp, |
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14 | uniform float4 waterColor, |
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15 | uniform sampler3D Noise, |
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16 | uniform samplerCUBE skyBox |
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17 | |
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18 | ) : COLOR |
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19 | { |
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20 | |
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21 | float3 noisy = tex3D(Noise, uvw).xyz; |
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22 | |
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23 | // convert to Signed noise |
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24 | float3 bump = 2 * noisy - 1; |
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25 | bump.xz *= 0.15; |
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26 | // Make sure the normal always points upwards |
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27 | // note that Ogres y axis is vertical (RM Z axis is vertical) |
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28 | bump.y = 0.8 * abs(bump.y) + 0.2; |
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29 | // Offset the surface normal with the bump |
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30 | bump = normalize(normal + bump); |
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31 | |
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32 | // Find the reflection vector |
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33 | float3 normView = normalize(vVec); |
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34 | float3 reflVec = reflect(normView, bump); |
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35 | // Ogre has z flipped for cubemaps |
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36 | reflVec.z = -reflVec.z; |
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37 | float4 refl = texCUBE(skyBox, reflVec); |
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38 | |
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39 | // set up for fresnel calc |
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40 | float lrp = 1 - dot(-normView, bump); |
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41 | |
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42 | // Interpolate between the water color and reflection for fresnel effect |
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43 | return lerp(waterColor, refl, saturate(fadeBias + pow(lrp, fadeExp))); |
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44 | |
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45 | } |
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