oceanHLSL_Cg.frag
资源名称:3dwind2.0.rar [点击查看]
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上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- // oceanHLSL_Cg.frag
- // fragment program for Ocean water simulation
- // 04 Aug 2005
- // adapted for Ogre by nfz
- // original shader source from Render Monkey 1.6 Reflections Refractions.rfx
- // can be used in both Cg and HLSL compilers
- // 06 Aug 2005: moved uvw calculation from fragment program into vertex program
- float4 main(float3 uvw: TEXCOORD0, float3 normal: TEXCOORD1, float3 vVec: TEXCOORD2,
- uniform float fadeBias,
- uniform float fadeExp,
- uniform float4 waterColor,
- uniform sampler Noise,
- uniform sampler skyBox
- ) : COLOR
- {
- // in OpenGL Ogre uses Devil 1.6.7 for loading dds textures.
- // But Devil buggers up the green and blue channels of the 3D
- // texture by setting them to zero so only the red channel has good data
- // Dx9 loads the texture properly but if we want things to look the same
- // between Dx9 and GL we only use the red channel for now until Devil dds issues are fixed
- float3 noisy = tex3D(Noise, uvw).xxx;
- // convert to Signed noise
- float3 bump = 2 * noisy - 1;
- bump.xz *= 0.15;
- // Make sure the normal always points upwards
- // note that Ogres y axis is vertical (RM Z axis is vertical)
- bump.y = 0.8 * abs(bump.y) + 0.2;
- // Offset the surface normal with the bump
- bump = normalize(normal + bump);
- // Find the reflection vector
- float3 normView = normalize(vVec);
- float3 reflVec = reflect(normView, bump);
- // Ogre has z flipped for cubemaps
- reflVec.z = -reflVec.z;
- float4 refl = texCUBE(skyBox, reflVec);
- // set up for fresnel calc
- float lrp = 1 - dot(-normView, bump);
- // Interpolate between the water color and reflection for fresnel effect
- return lerp(waterColor, refl, saturate(fadeBias + pow(lrp, fadeExp)));
- }