84 lines
3.0 KiB
HLSL
Executable File
84 lines
3.0 KiB
HLSL
Executable File
/*
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* Copyright (c) 2013, elvman
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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float3 CameraPosition; // Position of main position
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float WaveHeight;
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float4 WaterColor;
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float ColorBlendFactor;
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sampler2D WaterBump; //coverage
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sampler2D RefractionMap; //coverage
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sampler2D ReflectionMap; //coverage
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// Pixel shader output structure
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struct PS_OUTPUT
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{
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float4 color : COLOR0; // Pixel color
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};
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struct PS_INPUT
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{
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float4 position : POSITION; // vertex position
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float2 bumpMapTexCoord : TEXCOORD0;
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float3 refractionMapTexCoord : TEXCOORD1;
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float3 reflectionMapTexCoord : TEXCOORD2;
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float3 position3D : TEXCOORD3;
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};
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PS_OUTPUT main( PS_INPUT input )
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{
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PS_OUTPUT output;
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//bump color
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float4 bumpColor = tex2D(WaterBump, input.bumpMapTexCoord);
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float2 perturbation = WaveHeight * (bumpColor.rg - 0.5);
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//refraction
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float2 ProjectedRefractionTexCoords = saturate(input.refractionMapTexCoord.xy / input.refractionMapTexCoord.z + perturbation);
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//calculate final refraction color
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float4 refractiveColor = tex2D(RefractionMap, ProjectedRefractionTexCoords );
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//reflection
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float2 ProjectedReflectionTexCoords = saturate(input.reflectionMapTexCoord.xy / input.reflectionMapTexCoord.z + perturbation);
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//calculate final reflection color
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float4 reflectiveColor = tex2D(ReflectionMap, ProjectedReflectionTexCoords );
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//fresnel
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float3 eyeVector = normalize(CameraPosition - input.position3D);
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float3 upVector = float3(0.0, 1.0, 0.0);
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//fresnel can not be lower than 0
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float fresnelTerm = max( dot(eyeVector, upVector), 0.0 );
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float4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);
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output.color = ColorBlendFactor * WaterColor + (1.0 - ColorBlendFactor) * combinedColor;
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return output;
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}
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