www.pudn.com > promptshaderey.zip > waterColorOnly.fx


 
// Water rendering. 
// Fallback for non-MRT cards. Color only part. 
// 
// Versions: vs1.1, ps2.0 
 
#include "_shared.fx" 
 
texture		tRefl; 
texture		tWaves; 
 
 
// -------------------------------------------------------------------------- 
//  samplers  
 
sampler smpRefl = sampler_state { 
    Texture   = (tRefl); 
    MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; 
    AddressU = Clamp; AddressV = Clamp; 
}; 
sampler smpWaves = sampler_state { 
    Texture   = (tWaves); 
    MipFilter = None; MinFilter = Linear; MagFilter = Linear; 
    AddressU = Wrap; AddressV = Wrap; 
}; 
 
// -------------------------------------------------------------------------- 
//  vertex shader 
 
struct VS_OUTPUT { 
	float4 pos		: POSITION; 
	float4 uv		: TEXCOORD0; 
	float2 uvWaves[2] : TEXCOORD1; 
}; 
 
VS_OUTPUT vsMain ( 
	float4	pos : POSITION ) 
{ 
    VS_OUTPUT o; 
	o.pos = mul( pos, mWVP ); 
	float4 camPos = mul( pos, mWorldView ); 
	camPos = mul( camPos, mTexProj ); 
	o.uv = camPos; 
 
	float2 uvWaves = pos.xz * 0.02f; 
	o.uvWaves[0] = uvWaves + float2(  fTime * 0.05f,  fTime * 0.01f ); 
	o.uvWaves[1] = uvWaves + float2( -fTime * 0.01f, -fTime * 0.04f ); 
 
	return o; 
} 
 
// -------------------------------------------------------------------------- 
//  pixel shader 
 
struct PS_INPUT { 
	float4 uv		: TEXCOORD0; 
	float2 uvWaves[2] : TEXCOORD1; 
}; 
 
half4 psMain( PS_INPUT i ) : COLOR 
{ 
	float2 uv = i.uv.xy / i.uv.w; 
	half2 t0 = tex2D( smpWaves, i.uvWaves[0] ).xy; 
	half2 t1 = tex2D( smpWaves, i.uvWaves[1] ).xy; 
	half2 t = (t0 + t1) * 0.01; 
	return tex2D( smpRefl, uv+t ); 
} 
 
// -------------------------------------------------------------------------- 
//  effect 
 
technique tec0 { 
	pass P0 { 
		VertexShader = compile vs_1_1 vsMain(); 
		PixelShader = compile ps_2_0 psMain(); 
	} 
	pass PLast { 
	} 
}