#include "common.hlsli" struct vf { float4 hpos : POSITION; float2 tbase : TEXCOORD0; // base float2 tnorm0 : TEXCOORD1; // nm0 float2 tnorm1 : TEXCOORD2; // nm1 float3 M1 : TEXCOORD3; float3 M2 : TEXCOORD4; float3 M3 : TEXCOORD5; float3 v2point : TEXCOORD6; float4 c0 : COLOR0; float fog : FOG; }; uniform sampler2D s_nmap; uniform samplerCUBE s_env0; uniform samplerCUBE s_env1; float4 main(vf I) : COLOR { float4 base = tex2D(s_base, I.tbase); float3 n0 = tex2D(s_nmap, I.tnorm0); float3 n1 = tex2D(s_nmap, I.tnorm1); float3 Navg = n0 + n1 - 1.0f; float3 Nw = mul(float3x3(I.M1, I.M2, I.M3), Navg); Nw = normalize(Nw); float3 v2point = normalize(I.v2point); float3 vreflect = reflect(v2point, Nw); float fresnel = saturate(dot(vreflect, v2point)); float3 vreflectabs = abs(vreflect); float vreflectmax = max(vreflectabs.x, max(vreflectabs.y, vreflectabs.z)); vreflect /= vreflectmax; vreflect.y = vreflect.y * 2.0f - 1.0f; float3 env0 = texCUBE(s_env0, vreflect); float3 env1 = texCUBE(s_env1, vreflect); float3 env = lerp(env0, env1, L_ambient.w); float power = pow(fresnel, 9); float amount = 0.55f + 0.25f * power; // 1=full env, 0=no env // 1=full env, 0=no env float alpha = 0.75f + 0.25f * power; // 1=full env, 0=no env float3 c_reflection = env * amount; float3 final = lerp(c_reflection, base.rgb, base.a); final *= I.c0 * 2; // Fogging float fog = 1.0f - I.c0.w; final = lerp(final, fog_color.xyz, fog); alpha *= 1.0f - fog * fog; return float4(final, alpha); }