// Vertex program for fresnel reflections / refractions void main_vp( float4 pos : POSITION, float4 normal : NORMAL, float2 tex : TEXCOORD0, out float4 oPos : POSITION, out float3 noiseCoord : TEXCOORD0, out float4 projectionCoord : TEXCOORD1, out float3 oEyeDir : TEXCOORD2, out float3 oNormal : TEXCOORD3, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, // object space uniform float timeVal, uniform float scale, // the amount to scale the noise texture by uniform float scroll, // the amount by which to scroll the noise uniform float noise, // the noise perturb as a factor of the time uniform float flip ) { oPos = mul(worldViewProjMatrix, pos); // Projective texture coordinates, adjust for mapping float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, 0,-0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); projectionCoord = mul(scalemat, oPos); projectionCoord.y *= flip; // Noise map coords noiseCoord.xy = (tex + (timeVal * scroll)) * scale; noiseCoord.z = noise * timeVal; oEyeDir = normalize(pos.xyz - eyePosition); oNormal = normal.rgb; } // Fragment program for distorting a texture using a 3D noise texture void main_fp( float3 noiseCoord : TEXCOORD0, float4 projectionCoord : TEXCOORD1, float3 eyeDir : TEXCOORD2, float3 normal : TEXCOORD3, out float4 col : COLOR, uniform float4 tintColour, uniform float noiseScale, uniform float fresnelBias, uniform float fresnelScale, uniform float fresnelPower, uniform sampler2D noiseMap : register(s0), uniform sampler2D reflectMap : register(s1), uniform sampler2D refractMap : register(s2) ) { // Do the tex projection manually so we can distort _after_ float2 final = projectionCoord.xy / projectionCoord.w; // Noise float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale; final += noiseNormal.xz; // Fresnel //normal = normalize(normal + noiseNormal.xz); float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); // Reflection / refraction float4 reflectionColour = tex2D(reflectMap, final); float4 refractionColour = tex2D(refractMap, final) + tintColour; // Final colour col = lerp(refractionColour, reflectionColour, fresnel); } // Old version to match ATI PS 1.3 implementation void main_vp_old( float4 pos : POSITION, float4 normal : NORMAL, float2 tex : TEXCOORD0, out float4 oPos : POSITION, out float fresnel : COLOR, out float3 noiseCoord : TEXCOORD0, out float4 projectionCoord : TEXCOORD1, uniform float4x4 worldViewProjMatrix, uniform float3 eyePosition, // object space uniform float fresnelBias, uniform float fresnelScale, uniform float fresnelPower, uniform float timeVal, uniform float scale, // the amount to scale the noise texture by uniform float scroll, // the amount by which to scroll the noise uniform float noise, // the noise perturb as a factor of the time uniform float flip ) { oPos = mul(worldViewProjMatrix, pos); // Projective texture coordinates, adjust for mapping float4x4 scalemat = float4x4(0.5, 0, 0, 0.5, 0,-0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1); projectionCoord = mul(scalemat, oPos); projectionCoord.y *= flip; // Noise map coords noiseCoord.xy = (tex + (timeVal * scroll)) * scale; noiseCoord.z = noise * timeVal; // calc fresnel factor (reflection coefficient) float3 eyeDir = normalize(pos.xyz - eyePosition); fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower); }