File: bumpyenvironment_skinned.ps.hlsl

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/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013 Robert Beckebans

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "global.inc.hlsl"

// *INDENT-OFF*
uniform samplerCUBE	samp0 : register(s0); // texture 0 is the cube map
uniform sampler2D	samp1 : register(s1); // normal map

struct PS_IN {
	float4 position		: VPOS;
	float2 texcoord0	: TEXCOORD0_centroid;
	float3 texcoord1	: TEXCOORD1_centroid;
	float3 texcoord2	: TEXCOORD2_centroid;
	float3 texcoord3	: TEXCOORD3_centroid;
	float3 texcoord4	: TEXCOORD4_centroid;
	float4 color		: COLOR0;
};

struct PS_OUT {
	float4 color : COLOR;
};
// *INDENT-ON*

void main( PS_IN fragment, out PS_OUT result )
{

	float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;

	// RB begin
	float3 localNormal;
#if defined(GLES2)
	localNormal = float3( bump.rg, 0.0f );
#else
	localNormal = float3( bump.wy, 0.0f );
#endif
	// RB end
	localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );

	float3 globalNormal;
	globalNormal.x = dot3( localNormal, fragment.texcoord2 );
	globalNormal.y = dot3( localNormal, fragment.texcoord3 );
	globalNormal.z = dot3( localNormal, fragment.texcoord4 );

	float3 globalEye = normalize( fragment.texcoord1 );

	float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );
	reflectionVector = ( reflectionVector * 2.0f ) - globalEye;

	float4 envMap = texCUBE( samp0, reflectionVector );

	result.color = float4( sRGBToLinearRGB( envMap.xyz ), 1.0f ) * fragment.color;
}