66 lines
2.9 KiB
GLSL
66 lines
2.9 KiB
GLSL
#version 120
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2012 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Simple masked reflection map effect.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void SGX_ApplyReflectionMap(in sampler2D maskSampler,
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in vec2 maskSamplerTexCoord,
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in sampler2D reflectionSampler,
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in vec2 reflectionSamplerTexCoord,
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in vec3 baseColor,
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in float reflectionPower,
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out vec3 vOut)
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{
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vec3 maskTexel = texture2D(maskSampler, maskSamplerTexCoord).xyz;
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reflectionSamplerTexCoord.y = -reflectionSamplerTexCoord.y; // Hack for gl
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vec3 reflectionTexel = texture2D(reflectionSampler, reflectionSamplerTexCoord).xyz;
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vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
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}
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//-----------------------------------------------------------------------------
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void SGX_ApplyReflectionMap(in sampler2D maskSampler,
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in vec2 maskSamplerTexCoord,
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in samplerCube reflectionSampler,
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in vec3 reflectionSamplerTexCoord,
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in vec3 baseColor,
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in float reflectionPower,
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out vec3 vOut)
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{
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vec3 maskTexel = texture2D(maskSampler, maskSamplerTexCoord).xyz;
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reflectionSamplerTexCoord.z = -reflectionSamplerTexCoord.z; // Hack for gl
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vec3 reflectionTexel = textureCube(reflectionSampler, reflectionSamplerTexCoord).xyz;
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vOut = baseColor + reflectionTexel.xyz*maskTexel.xyz*reflectionPower;
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}
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