doom3-bfg/base/renderprogs/heatHazeWithMaskAndVertex.pixel

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
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 sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map
uniform sampler2D samp2 : register(s2); // texture 2 is the mask texture
struct PS_IN {
float4 position : VPOS;
float4 texcoord0 : TEXCOORD0_centroid;
float4 texcoord1 : TEXCOORD1_centroid;
float4 texcoord2 : TEXCOORD2_centroid;
float4 color : COLOR0;
};
struct PS_OUT {
float4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
// load the distortion map
float4 mask = tex2D( samp2, fragment.texcoord0.xy );
// kill the pixel if the distortion wound up being very small
mask.xy *= fragment.color.xy;
mask.xy -= 0.01f;
clip( mask );
// load the filtered normal map and convert to -1 to 1 range
float4 bumpMap = ( tex2D( samp1, fragment.texcoord1.xy ) * 2.0f ) - 1.0f;
float2 localNormal = bumpMap.wy;
localNormal *= mask.xy;
// calculate the screen texcoord in the 0.0 to 1.0 range
float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );
screenTexCoord += ( localNormal * fragment.texcoord2.xy );
screenTexCoord = saturate( screenTexCoord );
result.color = tex2D( samp0, screenTexCoord );
}