/* =========================================================================== 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 . 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; }