1 | float4x4 viewProjMatrix;
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2 | float time;
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3 | float3 eyePosition;
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4 | float3 eyePositionPushedBack;
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5 | float3 lightPosition;
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6 |
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7 | float4x4 shipViewProjMatrix;
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8 | float4x4 shipWorldMatrix;
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9 |
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10 | float3 worldCornerCar0;
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11 | float3 worldCornerCar1;
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12 | float3 worldCornerCar2;
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13 | float3 worldCornerCar3;
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14 |
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15 | float4 diffuseColor;
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16 |
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17 | textureCUBE environmentCubeTexture;
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18 | texture2D waterTexture;
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19 |
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20 | samplerCUBE environmentCubeSampler = sampler_state
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21 | {
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22 | texture = <environmentCubeTexture>;
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23 | MipFilter = Linear;
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24 | MagFilter = Linear;
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25 | MinFilter = Linear;
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26 |
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27 | };
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28 |
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29 | sampler2D waterSampler = sampler_state
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30 | {
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31 | texture = <waterTexture>;
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32 | MipFilter = Linear;
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33 | MagFilter = Linear;
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34 | MinFilter = Linear;
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35 | AddressU = WRAP;
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36 | AddressV = WRAP;
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37 | };
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38 |
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39 | //illumination calculation:
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40 | //float4 Illumination(float3 light, float3 normal, float3 view, float2 texcoord, float3 lightIntensity)
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41 | float4 Illumination(float3 light, float3 normal, float3 view, float4 diffuse, float3 lightIntensity)
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42 | {
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43 | float3 hv = normalize(view + light);
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44 | float costheta = dot(normal, light);
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45 |
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46 | if(costheta < 0)
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47 | costheta = 0;
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48 |
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49 | float cosdelta = dot(hv, normal);
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50 | if(cosdelta < 0 || costheta < 0)
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51 | cosdelta = 0;
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52 |
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53 | //compute the diffuse color here using the textures... missing ATM
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54 | float3 ks = float3(1,1,1);
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55 | float shininess = 200;
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56 |
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57 | float3 color = (diffuse * costheta + ks * pow(cosdelta, shininess)) * lightIntensity;
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58 | return float4(color,1);
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59 |
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60 | };
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61 |
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62 | float4x4 shipLocations[2];
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63 |
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64 | #define WAVE_FX
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65 | #include "waves.h"
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66 | #undef WAVE_FX
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67 |
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68 | struct vsOceanInput
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69 | {
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70 | float4 pos : POSITION;
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71 | };
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72 |
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73 |
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74 | struct vsOceanOutput
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75 | {
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76 | float4 pos : POSITION;
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77 | float3 normal : NORMAL;
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78 | float3 worldPos : TEXCOORD0;
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79 | float3 tangent : TEXCOORD1;
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80 | float3 binormal : TEXCOORD2;
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81 |
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82 | float2 bumpCoord0 : TEXCOORD3;
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83 | float2 bumpCoord1 : TEXCOORD4;
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84 | float2 bumpCoord2 : TEXCOORD5;
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85 |
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86 | float foam : TEXCOORD6;
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87 | };
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88 |
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89 | vsOceanOutput vsOcean(vsOceanInput input)
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90 | {
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91 | vsOceanOutput output = (vsOceanOutput)0;
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92 | float3 inventedVariable = lerp(lerp(worldCornerCar0, worldCornerCar1, input.pos.x), lerp(worldCornerCar2, worldCornerCar3, input.pos.x), input.pos.z);
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93 | if(inventedVariable.y * eyePositionPushedBack.y > 0) //looking above the horizon
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94 | {
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95 | input.pos.xyz = eyePositionPushedBack + inventedVariable * 1000000;
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96 | input.pos.y = +1;
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97 | }
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98 | else
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99 | input.pos.xyz = eyePositionPushedBack - (eyePositionPushedBack.y/inventedVariable.y) * inventedVariable;
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100 |
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101 |
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102 | float t = fmod(time, 100.0);
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103 | output.bumpCoord0.xy = input.pos.xz*0.006 + t*(0.02);
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104 | output.bumpCoord1.xy = input.pos.xz*0.012 + t*(0.03);
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105 | output.bumpCoord2.xy = input.pos.xz*0.024 + t*(0.04);
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106 |
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107 | float3 du = float3(1, 0, 0);
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108 | float3 dv = float3(0, 0, 1);
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109 |
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110 | for (int i=0;i<NWAVES;i++)
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111 | {
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112 | float phase = (input.pos.x * wave[i].direction.x + input.pos.z * wave[i].direction.y) / wave[i].wavelength / 6.28 + time * sqrt(1.5915 * wave[i].wavelength);
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113 | input.pos.xyz += evaluateWave(wave[i],phase);
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114 | float3 da = evaluateWaveDerivative(wave[i], phase);
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115 | du += da * wave[i].direction.x / wave[i].wavelength / 6.28;
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116 | dv += da * wave[i].direction.y / wave[i].wavelength / 6.28;
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117 | output.foam += da;
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118 | }
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119 |
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120 | output.pos = mul(float4(input.pos.xyz, 1), viewProjMatrix);
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121 | output.worldPos = input.pos.xyz;
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122 |
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123 | output.binormal = normalize(du) * 0.3;
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124 | output.tangent = normalize(dv) * 0.3;
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125 | output.normal = normalize(cross(dv,du));
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126 |
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127 | return output;
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128 | }
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129 |
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130 | float4 psOcean(vsOceanOutput input) : COLOR0
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131 | {
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132 | // return float4(input.eyeVector,1);
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133 |
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134 | half4 t0 = tex2D(waterSampler, input.bumpCoord0) * 2.0 -1.0;
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135 | half4 t1 = tex2D(waterSampler, input.bumpCoord1) * 2.0 -1.0;
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136 | half4 t2 = tex2D(waterSampler, input.bumpCoord2) * 2.0 -1.0;
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137 |
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138 | half3 N = (t0 + t1 + t2).xzy;
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139 |
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140 | half3x3 m;
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141 | m[0] = input.tangent;
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142 | m[2] = input.binormal;
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143 | m[1] = input.normal;
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144 |
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145 | half3 normalWorld = mul(m, N);
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146 | normalWorld = normalize(normalWorld);
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147 |
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148 | // normalWorld = input.normal; //test
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149 |
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150 | // return float4(normalWorld,0);
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151 | // return float4(reflect(-normalize(input.eyeVector), normalWorld), 0);
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152 |
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153 | float3 viewDir = -normalize(eyePosition - input.worldPos);
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154 | float3 reflDir = reflect(viewDir, normalWorld);
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155 | // ray = worldPos + relfDir * t
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156 |
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157 |
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158 | float4 reflectedColor = texCUBE(environmentCubeSampler, reflDir);
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159 | for(int iShip=0; iShip<2; iShip++)
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160 | {
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161 | float3 rayOrigin = mul(shipLocations[iShip], float4(input.worldPos, 1));
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162 | float3 rayDir = mul(shipLocations[iShip], float4(reflDir, 0));
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163 | float3 delta = rayDir / float3(8.0, 10.0, 1.0);
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164 | float3 alpha = rayOrigin / float3(8.0, 10.0, 1.0);
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165 | float a = dot(delta, delta);
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166 | float b = 2 * dot(delta, alpha);
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167 | float c = dot(alpha, alpha) - 1;
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168 |
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169 | float discriminant = b*b - 4 * a * c;
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170 |
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171 | if(discriminant > 0)
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172 | {
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173 | discriminant = sqrt(discriminant);
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174 | float t1 = (-b + discriminant) / 2 / a;
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175 | float t2 = (-b - discriminant) / 2 / a;
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176 | if(min(t1,t2) > 0)
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177 | reflectedColor = float4(1.0, 0.5, 0.0, 1.0);
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178 | }
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179 | }
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180 |
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181 | float facing = 1.0 - max(dot(-viewDir, normalWorld),0);
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182 |
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183 | float fresnel = .02 + .98 * pow(facing, 5);
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184 |
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185 | float4 shallowColor = float4 (0.34, 0.5, 0.33,0);
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186 | float4 deepColor = float4(0.07, 0.19, 0.16,0);
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187 |
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188 | float4 waterColor = lerp (deepColor, shallowColor, facing);
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189 |
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190 | return reflectedColor * fresnel * 0.5 + waterColor * .75;// * (1 + max(0, -0.5 - input.foam / 6.0));
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191 | }
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192 |
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193 | /***************************************************************************************************************************/
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194 | struct vsShipInput
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195 | {
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196 | float4 pos : POSITION;
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197 | float3 normal : NORMAL0;
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198 | float3 oceanTangent : TEXCOORD0;
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199 | float3 oceanBinormal : TEXCOORD1;
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200 | float3 shipPos : TEXCOORD2;
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201 | };
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202 |
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203 | struct vsShipOutput
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204 | {
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205 | float4 pos : POSITION;
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206 | float3 normal : NORMAL;
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207 | float4 worldPos : TEXCOORD1;
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208 | float3 view : TEXCOORD2;
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209 | float2 texcoords : TEXCOORD3; //reserved
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210 | };
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211 |
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212 | vsShipOutput vsShip(vsShipInput input)
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213 | {
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214 | vsShipOutput output = (vsShipOutput)0;
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215 |
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216 | output.worldPos = mul(input.pos, shipWorldMatrix);
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217 | output.worldPos /= output.worldPos.w; //test the sphere ship
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218 |
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219 | float3 oceanNormal = normalize(cross(input.oceanTangent, input.oceanBinormal));
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220 |
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221 | output.worldPos.xyz = input.oceanTangent * output.worldPos.z + input.oceanBinormal * output.worldPos.x + oceanNormal * output.worldPos.y;
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222 |
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223 | output.worldPos += float4(input.shipPos, 0);
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224 | output.view = eyePosition - output.worldPos;
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225 | output.normal = mul(input.normal, shipWorldMatrix);
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226 | output.pos = mul(output.worldPos, viewProjMatrix);
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227 |
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228 | return output;
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229 | };
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230 |
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231 | float4 psShip(vsShipOutput input) : COLOR0
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232 | {
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233 | float3 light = normalize(lightPosition);
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234 | float3 normal = normalize(input.normal);
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235 | float3 view = normalize(input.view);
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236 |
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237 | //Illumination: (light, normal, view, diffuse(or texture color), light intensity)
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238 | return float4(1.0, 0.6, 0.3, 1.0);
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239 | return Illumination(light, normal, view, float4(0.1,0.1,0.6,1), float3(3,3,3));
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240 |
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241 | };
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242 |
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243 | technique ocean
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244 | {
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245 | pass P0
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246 | {
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247 | VertexShader = compile vs_3_0 vsOcean();
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248 | PixelShader = compile ps_3_0 psOcean();
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249 |
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250 | }
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251 | };
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252 |
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253 | technique ship
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254 | {
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255 | pass P0
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256 | {
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257 | VertexShader = compile vs_3_0 vsShip();
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258 | PixelShader = compile ps_3_0 psShip();
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259 |
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260 | }
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261 | };
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262 |
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263 | #include "terrain.fx" |
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