2024-04-05 15:24:25 +02:00

43 lines
1.3 KiB
PostScript

Texture2D shaderTexture : register(t0);
Texture2D reflectionTexture : register(t1);
SamplerState SampleType : register(s0);
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float4 reflectionPosition : TEXCOORD1;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ReflectionPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float2 reflectTexCoord;
float4 reflectionColor;
float4 color;
// Sample the texture pixel at this location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// 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;
// Sample the texture pixel from the reflection texture using the projected texture coordinates.
reflectionColor = reflectionTexture.Sample(SampleType, reflectTexCoord);
// Do a linear interpolation between the two textures for a blend effect.
color = lerp(textureColor, reflectionColor, 0.15f);
return color;
}