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 float fresnel : COLOR,
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9 | out float3 noiseCoord : TEXCOORD0,
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10 | out float4 projectionCoord : TEXCOORD1,
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11 |
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12 | uniform float4x4 worldViewProjMatrix,
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13 | uniform float3 eyePosition, // object space
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14 | uniform float fresnelBias,
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15 | uniform float fresnelScale,
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16 | uniform float fresnelPower,
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17 | uniform float timeVal,
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18 | uniform float scale, // the amount to scale the noise texture by
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19 | uniform float scroll, // the amount by which to scroll the noise
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20 | uniform float noise // the noise perturb as a factor of the time
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21 | )
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22 | {
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23 | oPos = mul(worldViewProjMatrix, pos);
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24 | // Projective texture coordinates, adjust for mapping
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25 | float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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26 | 0,-0.5, 0, 0.5,
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27 | 0, 0, 0.5, 0.5,
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28 | 0, 0, 0, 1);
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29 | projectionCoord = mul(scalemat, oPos);
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30 | // Noise map coords
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31 | noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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32 | noiseCoord.z = noise * timeVal;
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33 |
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34 | // calc fresnel factor (reflection coefficient)
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35 | float3 eyeDir = normalize(pos.xyz - eyePosition);
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36 | fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
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37 |
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38 | }
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39 |
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40 | // Fragment program for distorting a texture using a 3D noise texture
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41 | void main_fp(
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42 | float fresnel : COLOR,
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43 | float3 noiseCoord : TEXCOORD0,
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44 | float4 projectionCoord : TEXCOORD1,
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45 |
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46 | out float4 col : COLOR,
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47 |
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48 | uniform float distortionRange,
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49 | uniform float4 tintColour,
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50 | uniform sampler3D noiseMap,
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51 | uniform sampler2D reflectMap,
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52 | uniform sampler2D refractMap
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53 | )
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54 | {
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55 | // Randomly chosen offset for y noise sample
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56 | float3 yoffset = float3(0.31, 0.58, 0.23);
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57 | float2 distort;
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58 | // Sample the noise texture at 2 places
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59 | distort.x = tex3D(noiseMap, noiseCoord).x;
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60 | distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
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61 | // Scale the distortion from [0,1] to [-range,range]
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62 | distort = (distort * 2 - 1) * distortionRange;
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63 |
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64 | // Do the tex projection manually so we can distort _after_
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65 | float2 final = projectionCoord.xy / projectionCoord.w;
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66 | final += distort;
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67 |
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68 | float4 reflectionColour = tex2D(reflectMap, final);
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69 | float4 refractionColour = tex2D(refractMap, final) + tintColour;
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70 | col = lerp(refractionColour, reflectionColour, fresnel);
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71 |
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72 |
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73 | }
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