mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 13:01:27 +00:00
68 lines
2.7 KiB
Text
68 lines
2.7 KiB
Text
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
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"
|
||
|
|
||
|
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;
|
||
|
};
|
||
|
|
||
|
void main( PS_IN fragment, out PS_OUT result ) {
|
||
|
|
||
|
float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;
|
||
|
float3 localNormal = float3( bump.wy, 0.0f );
|
||
|
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( envMap.xyz, 1.0f ) * fragment.color;
|
||
|
}
|