fresnel test

actorid
scrawl 13 years ago
parent 36fd9b9f26
commit 8ddc8131a5

@ -11,6 +11,7 @@ compositor gbuffer
input none
pass clear
{
colour_value 0 0 0 1
}
pass render_scene
{

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

@ -48,6 +48,7 @@ material Water
vertex_program_ref Water_VP
{
//param_named_auto camPosObjSpace camera_position_object_space
}
fragment_program_ref Water_FP
{

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