fresnel effect

actorid
scrawl 13 years ago
parent f6342cfd60
commit add4ebe445

@ -11,6 +11,7 @@ compositor gbuffer
input none
pass clear
{
// make sure to set this to the viewport background color from outside
colour_value 0 0 0 1
}
pass render_scene

@ -64,7 +64,6 @@ void main_fp
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;
@ -72,11 +71,14 @@ void main_fp
float4 reflection = tex2D(reflectionMap, screenCoords_reflect);
float4 refraction = tex2D(refractionMap, screenCoords_refract);
// tangent to object space
normal.xyz = normal.xzy;
// fresnel
//float facing = 1.0 - max(abs(dot(iEyeVector.xyz, normal.xyz)), 0);
//float reflectionFactor = saturate(0.3 + 0.7 * pow(facing, 2));
float facing = 1.0 - max(abs(dot(normalize(iEyeVector.xyz), normal.xyz)), 0);
float reflectionFactor = saturate(0.3 + 0.7 * pow(facing, 2));
oColor.xyz = lerp(refraction.xyz, reflection.xyz, depth1);
oColor.xyz = lerp(refraction.xyz, reflection.xyz, depth1 * reflectionFactor);
float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
oColor.xyz = lerp(oColor.xyz, fogColour, fogValue);

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

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