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@ -7,8 +7,10 @@ void main_vp
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, out float3 oScreenCoords : TEXCOORD0
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, out float2 oUv : TEXCOORD1
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, out float oDepth : TEXCOORD2
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, out float4 oEyeVector : TEXCOORD3
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, uniform float4x4 wvpMat
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, uniform float4 camPosObjSpace
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)
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{
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oPos = mul(wvpMat, iPos);
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@ -22,6 +24,8 @@ void main_vp
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0, 0, 0, 1 );
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float4 texcoordProj = mul(scalemat, oPos);
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oScreenCoords = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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oEyeVector = camPosObjSpace - iPos;
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}
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void main_fp
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@ -31,6 +35,7 @@ void main_fp
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, in float3 iScreenCoords : TEXCOORD0
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, in float2 iUv : TEXCOORD1
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, in float iDepth : TEXCOORD2
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, in float4 iEyeVector : TEXCOORD3
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, uniform float renderTargetFlipping
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, uniform sampler2D reflectionMap : register(s0)
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@ -47,17 +52,19 @@ void main_fp
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float2 screenCoords = iScreenCoords.xy / iScreenCoords.z;
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screenCoords.y = (1-saturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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// Sample screen-space depth map and subtract pixel depth to get the real water depth
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float depth1 = tex2D(depthMap, screenCoords).r * far - iDepth;
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depth1 = saturate(depth1 / 500.f);
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// Simple wave effect. to be replaced by something better
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float2 uv1 = iUv + time * float2(0.5, 0);
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float2 uv2 = iUv + time * float2(0, 0.5);
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float2 uv3 = iUv + time * float2(-0.5, 0);
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float2 uv4 = iUv + time * float2(0, -0.5);
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float4 normal = tex2D(normalMap, uv1) + tex2D(normalMap, uv2) + tex2D(normalMap, uv3) + tex2D(normalMap, uv4);
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normal = normal / 4.f;
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normal = 2*normal - 1;
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//normal = normalize(normal);
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float2 screenCoords_reflect = screenCoords + normal.yx * 0.05;
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float2 screenCoords_refract = screenCoords + normal.yx * 0.1 * depth1;
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@ -65,6 +72,10 @@ void main_fp
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float4 reflection = tex2D(reflectionMap, screenCoords_reflect);
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float4 refraction = tex2D(refractionMap, screenCoords_refract);
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// fresnel
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//float facing = 1.0 - max(abs(dot(iEyeVector.xyz, normal.xyz)), 0);
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//float reflectionFactor = saturate(0.3 + 0.7 * pow(facing, 2));
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oColor.xyz = lerp(refraction.xyz, reflection.xyz, depth1);
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float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
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