/* =========================================================================== 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 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 ); }