📄 example_fresnel.cg
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// Vertex program for fresnel reflections / refractions
void main_vp(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float fresnel : COLOR,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
// calc fresnel factor (reflection coefficient)
float3 eyeDir = normalize(pos.xyz - eyePosition);
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
}
// Fragment program for distorting a texture using a 3D noise texture
void main_fp(
float fresnel : COLOR,
float3 noiseCoord : TEXCOORD0,
float4 projectionCoord : TEXCOORD1,
out float4 col : COLOR,
uniform float distortionRange,
uniform float4 tintColour,
uniform sampler3D noiseMap,
uniform sampler2D reflectMap,
uniform sampler2D refractMap
)
{
// Randomly chosen offset for y noise sample
float3 yoffset = float3(0.31, 0.58, 0.23);
float2 distort;
// Sample the noise texture at 2 places
distort.x = tex3D(noiseMap, noiseCoord).x;
distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
// Scale the distortion from [0,1] to [-range,range]
distort = (distort * 2 - 1) * distortionRange;
// Do the tex projection manually so we can distort _after_
float2 final = projectionCoord.xy / projectionCoord.w;
final += distort;
float4 reflectionColour = tex2D(reflectMap, final);
float4 refractionColour = tex2D(refractMap, final) + tintColour;
col = lerp(refractionColour, reflectionColour, fresnel);
}
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