!!ARBvp1.0 OPTION ARB_position_invariant ; # SteveL #3879: Do not distort where the sampled texel would come from a surface closer than # the water surface. Fix for water distorting player weapon etc. Amendments to frag prog. # # input: # # attrib[8] (former texcoord[0]) TEX0 texcoords # # local[0] scroll # local[1] deform magnitude (1.0 is reasonable, 2.0 is twice as wavy, 0.5 is half as wavy, etc) # # output: # # texture 0 is _currentRender # texture 1 is a normal map that we will use to deform texture 0 # # texCoord[1] is the model surface texture coords # texCoord[2] is the copied deform magnitude TEMP R0, R1, R2; # texture 1 takes the texture coordinates and adds a scroll ADD result.texcoord[1], vertex.attrib[8], program.local[0]; # texture 2 takes the deform magnitude and scales it by the projection distance PARAM vec = { 1, 0, 0, 1 }; MOV R0, vec; DP4 R0.z, vertex.position, state.matrix.modelview.row[2]; DP4 R1, R0, state.matrix.projection.row[0]; DP4 R2, R0, state.matrix.projection.row[3]; # don't let the recip get near zero for polygons that cross the view plane MAX R2, R2, 1; RCP R2, R2.w; MUL R1, R1, R2; # clamp the distance so the the deformations don't get too wacky near the view MIN R1, R1, 0.02; MUL result.texcoord[2], R1, program.local[1]; END #====================================================================== !!ARBfp1.0 OPTION ARB_precision_hint_fastest; # texture 0 is _currentRender # texture 1 is a normal map that we will use to deform texture 0 # texture 2 is _currentDepth # # env[0] is the 1.0 to _currentRender conversion # env[1] is the fragment.position to 0.0 - 1.0 conversion TEMP localNormal, R0; PARAM subOne = { -1, -1, -1, -1 }; PARAM scaleTwo = { 2, 2, 2, 2 }; # load the filtered normal map and convert to -1 to 1 range TEX localNormal, fragment.texcoord[1], texture[1], 2D; MOV localNormal.x, localNormal.a; MAD localNormal, localNormal, scaleTwo, subOne; # calculate the screen texcoord in the 0.0 to 1.0 range MUL R0, fragment.position, program.env[1]; # offset by the scaled localNormal and clamp it to 0.0 - 1.0 MAD_SAT R0, localNormal, fragment.texcoord[2], R0; # scale by the screen non-power-of-two-adjust MUL R0, R0, program.env[0]; # Get the displaced color TEMP displacedColor; TEX displacedColor, R0, texture[0], 2D; # Fix foreground object distortion. Get another sample from the opposite direction, # to use if the sample came from the foreground. TEMP altCoord, altColor, origCoord; MUL origCoord, program.env[0], program.env[1]; # Screen space to MUL origCoord, origCoord, fragment.position.xyxy; # tex coord conversion SUB altCoord.xy, R0, origCoord; # Diff between original coord and distorted coord ADD altCoord, origCoord, -altCoord; # Now distorted in the opposite direction TEX altColor, altCoord, texture[0], 2D; # Test whether the samples came from the foreground, rejecting them if so. # Start with the original undistorted color. We'll use this if both samples came # from the foreground. TEMP depth, chosenColor; TEX chosenColor, origCoord, texture[0], 2D; # Test whether the alt color came from the background, and use it in preference if so MUL altCoord.xy, altCoord, program.env[4].zwzw; # zw holds the ratio of _currentRender size to _currentDepth size TEX depth, altCoord, texture[2], 2D; SUB depth, depth.z, fragment.position.z; CMP chosenColor, depth, chosenColor, altColor; # Test whether the displaced color came from the background, and use it in preference if so MUL R0.xy, R0, program.env[4].zwzw; TEX depth, R0, texture[2], 2D; SUB depth, depth.z, fragment.position.z; CMP result.color, depth, chosenColor, displacedColor; END