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RCBASIC4/rcbasic_runtime/shaders/Water_ps.hlsl
2024-09-28 11:56:07 -04:00

84 lines
3.0 KiB
HLSL
Executable File

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