heatHazeWithMaskAndVertex.pixel 2.8 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #include "global.inc"
  21. uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
  22. uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map
  23. uniform sampler2D samp2 : register(s2); // texture 2 is the mask texture
  24. struct PS_IN {
  25. float4 position : VPOS;
  26. float4 texcoord0 : TEXCOORD0_centroid;
  27. float4 texcoord1 : TEXCOORD1_centroid;
  28. float4 texcoord2 : TEXCOORD2_centroid;
  29. float4 color : COLOR0;
  30. };
  31. struct PS_OUT {
  32. float4 color : COLOR;
  33. };
  34. void main( PS_IN fragment, out PS_OUT result ) {
  35. // load the distortion map
  36. float4 mask = tex2D( samp2, fragment.texcoord0.xy );
  37. // kill the pixel if the distortion wound up being very small
  38. mask.xy *= fragment.color.xy;
  39. mask.xy -= 0.01f;
  40. clip( mask );
  41. // load the filtered normal map and convert to -1 to 1 range
  42. float4 bumpMap = ( tex2D( samp1, fragment.texcoord1.xy ) * 2.0f ) - 1.0f;
  43. float2 localNormal = bumpMap.wy;
  44. localNormal *= mask.xy;
  45. // calculate the screen texcoord in the 0.0 to 1.0 range
  46. float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );
  47. screenTexCoord += ( localNormal * fragment.texcoord2.xy );
  48. screenTexCoord = saturate( screenTexCoord );
  49. result.color = tex2D( samp0, screenTexCoord );
  50. }