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source: downloads/Samples/Media/materials/programs/oceanHLSL_Cg.frag @ 3

Last change on this file since 3 was 3, checked in by anonymous, 17 years ago

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1// oceanHLSL_Cg.frag
2// fragment program for Ocean water simulation
3// 04 Aug 2005
4// adapted for Ogre by nfz
5// original shader source from Render Monkey 1.6 Reflections Refractions.rfx
6// can be used in both Cg and HLSL compilers
7
8// 06 Aug 2005: moved uvw calculation from fragment program into vertex program
9
10float4 main(float3 uvw: TEXCOORD0, float3 normal: TEXCOORD1, float3 vVec: TEXCOORD2,
11        uniform float fadeBias,
12        uniform float fadeExp,
13        uniform float4 waterColor,
14        uniform sampler Noise,
15        uniform sampler skyBox
16
17) : COLOR
18{
19
20   float3 noisy = tex3D(Noise, uvw).xyz;
21
22   // convert to Signed noise
23   float3 bump = 2 * noisy - 1;
24   bump.xz *= 0.15;
25   // Make sure the normal always points upwards
26   // note that Ogres y axis is vertical (RM Z axis is vertical)
27   bump.y = 0.8 * abs(bump.y) + 0.2;
28   // Offset the surface normal with the bump
29   bump = normalize(normal + bump);
30
31   // Find the reflection vector
32   float3 normView = normalize(vVec);
33   float3 reflVec = reflect(normView, bump);
34   // Ogre has z flipped for cubemaps
35   reflVec.z = -reflVec.z;
36   float4 refl = texCUBE(skyBox, reflVec);
37
38   // set up for fresnel calc
39   float lrp = 1 - dot(-normView, bump);
40   
41   // Interpolate between the water color and reflection for fresnel effect
42   return lerp(waterColor, refl, saturate(fadeBias + pow(lrp, fadeExp)));
43
44}
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