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https://github.com/id-Software/DOOM-3-BFG.git
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66 lines
No EOL
2.7 KiB
Text
66 lines
No EOL
2.7 KiB
Text
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "global.inc"
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uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
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uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map
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uniform sampler2D samp2 : register(s2); // texture 2 is the mask texture
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struct PS_IN {
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float4 position : VPOS;
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float4 texcoord0 : TEXCOORD0_centroid;
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float4 texcoord1 : TEXCOORD1_centroid;
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float4 texcoord2 : TEXCOORD2_centroid;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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// load the distortion map
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float4 mask = tex2D( samp2, fragment.texcoord0.xy );
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// kill the pixel if the distortion wound up being very small
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mask.xy -= 0.01f;
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clip( mask );
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// load the filtered normal map and convert to -1 to 1 range
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float4 bumpMap = ( tex2D( samp1, fragment.texcoord1.xy ) * 2.0f ) - 1.0f;
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float2 localNormal = bumpMap.wy;
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localNormal *= mask.xy;
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// calculate the screen texcoord in the 0.0 to 1.0 range
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float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );
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screenTexCoord += ( localNormal * fragment.texcoord2.xy );
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screenTexCoord = saturate( screenTexCoord );
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result.color = tex2D( samp0, screenTexCoord );
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} |