Water Shader a finir dans le shader manager
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63
enginecustom/refraction.ps
Normal file
63
enginecustom/refraction.ps
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/////////////
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// GLOBALS //
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/////////////
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SamplerState SampleType : register(s0);
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Texture2D shaderTexture : register(t0);
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cbuffer LightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float clip : SV_ClipDistance0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 RefractionPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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// Sample the texture pixel at this location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Set the default output color to the ambient light value for all pixels.
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color = ambientColor;
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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// Calculate the amount of light on this pixel.
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lightIntensity = saturate(dot(input.normal, lightDir));
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if(lightIntensity > 0.0f)
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{
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// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
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color += (diffuseColor * lightIntensity);
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}
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// Saturate the final light color.
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color = saturate(color);
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// Multiply the texture pixel and the input color to get the final result.
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color = color * textureColor;
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return color;
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}
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