2024-04-11 11:02:48 +02:00

72 lines
2.4 KiB
PostScript

/////////////
// GLOBALS //
/////////////
SamplerState SampleType : register(s0);
Texture2D reflectionTexture : register(t0);
Texture2D refractionTexture : register(t1);
Texture2D normalTexture : register(t2);
cbuffer WaterBuffer
{
float waterTranslation;
float reflectRefractScale;
float2 padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
float4 refractionPosition : TEXCOORD2;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 WaterPixelShader(PixelInputType input) : SV_TARGET
{
float2 reflectTexCoord;
float2 refractTexCoord;
float4 normalMap;
float3 normal;
float4 reflectionColor;
float4 refractionColor;
float4 color;
// Move the position the water normal is sampled from to simulate moving water.
input.tex.y += waterTranslation;
// Calculate the projected reflection texture coordinates.
reflectTexCoord.x = input.reflectionPosition.x / input.reflectionPosition.w / 2.0f + 0.5f;
reflectTexCoord.y = -input.reflectionPosition.y / input.reflectionPosition.w / 2.0f + 0.5f;
// Calculate the projected refraction texture coordinates.
refractTexCoord.x = input.refractionPosition.x / input.refractionPosition.w / 2.0f + 0.5f;
refractTexCoord.y = -input.refractionPosition.y / input.refractionPosition.w / 2.0f + 0.5f;
// Sample the normal from the normal map texture.
normalMap = normalTexture.Sample(SampleType, input.tex);
// Expand the range of the normal from (0,1) to (-1,+1).
normal = (normalMap.xyz * 2.0f) - 1.0f;
// Re-position the texture coordinate sampling position by the normal map value to simulate the rippling wave effect.
reflectTexCoord = reflectTexCoord + (normal.xy * reflectRefractScale);
refractTexCoord = refractTexCoord + (normal.xy * reflectRefractScale);
// Sample the texture pixels from the textures using the updated texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
refractionColor = refractionTexture.Sample(SampleType, refractTexCoord);
// Combine the reflection and refraction results for the final color.
color = lerp(reflectionColor, refractionColor, 0.6f);
return color;
}