Difference between revisions of "TEST-STRCMP4CODES"

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(nei lotskirt o)
Line 1: Line 1:
pass -clipAlways -modifiedEachFrameHint
+
pass -clipAlways -modifiedEachFrameHint
#fillmode wireframe
+
#fillmode wireframe
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
+
alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha)
      seti textureLights (numLightsOfType(environmentCube))   
+
seti textureLights (numLightsOfType(environmentCube))   
      depthTest true -enableDepthWrite false           
+
depthTest true -enableDepthWrite false           
 
+
 
shaderProgram -target vertexProgram -method compile -version 1_1
+
shaderProgram -target vertexProgram -method compile -version 1_1
  
bindConstants 0 -bindingID geomToClip -constantCount 4
+
bindConstants 0 -bindingID geomToClip -constantCount 4
bindConstants 4 -bindingID geomToCamera -constantCount 3
+
bindConstants 4 -bindingID geomToCamera -constantCount 3
  
bindConstants 7 -bindingID frameInfo  
+
bindConstants 7 -bindingID frameInfo  
  
bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed)
+
bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed)
bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)
+
bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)
  
# pre-evaluate these
+
# pre-evaluate these
setf xscale (-$wmXRepeat * $wmXWaveHeight)
+
setf xscale (-$wmXRepeat * $wmXWaveHeight)
setf yscale (-$wmYRepeat * $wmYWaveHeight)
+
setf yscale (-$wmYRepeat * $wmYWaveHeight)
bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0)
+
bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0)
bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float
+
bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float
bindConstants 18 -bindingID cameraToGlobal -constantCount 3
+
bindConstants 18 -bindingID cameraToGlobal -constantCount 3
bindConstants 21 -bindingID cameraToGeom -constantCount 3
+
bindConstants 21 -bindingID cameraToGeom -constantCount 3
       
+
        if (tsIsDay)        
+
if (tsIsDay)    
            bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1)        
+
bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1)
        else
+
bindConstants 28 -bindingID immediateData -data (-0.3, 0.1, 0.1, 0.0)       
            bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1)        
+
else
        endif
+
bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1)
 +
bindConstants 28 -bindingID immediateData -data (-0.3, -0.2, -0.1, 0.0)     
 +
endif
  
shaderSource
+
shaderSource
  
float4 frameInfo : register(c7);
+
float4 frameInfo : register(c7);
float4 waveDataX : register(c11);
+
float4 waveDataX : register(c11);
float4 waveDataY : register(c12);
+
float4 waveDataY : register(c12);
float4 waveDataHelper : register(c13);
+
float4 waveDataHelper : register(c13);
float4x4 clipSpaceMatrix : register(c0);
+
float4x4 clipSpaceMatrix : register(c0);
float4x3 cameraSpaceMatrix : register(c4);
+
float4x3 cameraSpaceMatrix : register(c4);
float4x3 cameraToGlobalMatrix : register(c18);
+
float4x3 cameraToGlobalMatrix : register(c18);
float4x3 cameraToGeomMatrix : register(c21);
+
float4x3 cameraToGeomMatrix : register(c21);
+
+
            float4 nightColor: register(c25);
+
           
+
float4 lightDirection : register(c14);
+
float4 lightColor : register(c15);
+
float4 lightSpecular : register(c16);
+
const static float4 refractionWeights={1,1,2,0};
+
+
const static float4 layerBlue={0.3, 0.7, 1.0, 1};
+
+
struct InputVertex
+
{
+
float3 position: POSITION0;
+
float3 normal : NORMAL0;
+
};
+
+
struct OutputVertex
+
{
+
float4 clipPosition : POSITION;
+
float4 sPos        : TEXCOORD0;
+
float2 Wave0        : TEXCOORD1;
+
              float2 Wave1        : TEXCOORD2;
+
              float2 Wave2        : TEXCOORD3;
+
              float2 Wave3        : TEXCOORD4;
+
              float3 Eye          : TEXCOORD5;
+
              float4 specular    : COLOR0;   
+
};
+
           
+
+
+
OutputVertex VertexMain( InputVertex inputVertex)
+
{
+
// Do Y-direction waves
+
// r0 = (x, y, z, t)
+
 
 
OutputVertex outputVertex;
+
float4 nightColor: register(c25);
 +
float4 waterTint: register(c28);
 +
           
 +
float4 lightDirection : register(c14);
 +
float4 lightColor : register(c15);
 +
float4 lightSpecular : register(c16);
 
 
float4 posAndTime;
+
const static float4 refractionWeights={1,1,2,0};
posAndTime.xyz = inputVertex.position;
+
### MODDED11  # in-lot lotskirt water: Just alter the highlit RGB values (in bold style)
posAndTime.w = frameInfo.w;
+
const static float4 layerBlue={0.098, 0.336, 0.469, 1.0};
 
 
float temp = dot(posAndTime, waveDataX);
+
struct InputVertex
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
+
{
temp = dot(posAndTime, waveDataY);
+
float3 position: POSITION0;
posAndTime.z = z + sin(temp) * waveDataY.z;
+
float3 normal : NORMAL0;
posAndTime.w = 1.0f;
+
float2 alpha : TEXCOORD1;
+
};
outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix);
+
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);
+
 
 
float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0));
+
struct OutputVertex
        float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix));
+
{
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix);
+
float4 clipPosition : POSITION;
float3 viewVector = normalize(-cameraSpacePosition);
+
float4 sPos        : TEXCOORD0;
 +
float2 Wave0        : TEXCOORD1;
 +
float2 Wave1        : TEXCOORD2;
 +
float2 Wave2        : TEXCOORD3;
 +
float2 Wave3        : TEXCOORD4;
 +
float3 Eye          : TEXCOORD5;
 +
float4 specular    : COLOR0; 
 +
float4 colorTint    : COLOR1;
 +
};
 +
           
 +
 +
 +
OutputVertex VertexMain( InputVertex inputVertex)
 +
{
 +
// Do Y-direction waves
 +
// r0 = (x, y, z, t)
 +
 +
OutputVertex outputVertex;
 +
 +
float4 posAndTime;
 +
posAndTime.xyz = inputVertex.position;
 +
posAndTime.w = frameInfo.w;
 +
 +
float temp = dot(posAndTime, waveDataX);
 +
float z = sin(temp) * waveDataX.z + inputVertex.position.z;
 +
temp = dot(posAndTime, waveDataY);
 +
posAndTime.z =  z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom
 +
posAndTime.w = 1.0f;
 +
 +
outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix);
 +
outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);
 +
 +
float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0));
 +
float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix));
 +
float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix);
 +
float3 viewVector = normalize(-cameraSpacePosition);
 +
 +
float3 halfVector = normalize(viewVector + lightDirection);
 +
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;
 +
 +
 +
float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005);
 +
float2 vTexCoords = posAndTime.xy*0.05;
 +
               
 +
// Output bump layers texture coordinates   
 +
float fSinTranslation=sin(fTranslation*100)*0.005;
 +
float2 vTranslation0=fTranslation+fSinTranslation;
 +
float2 vTranslation1=fTranslation-fSinTranslation;
 +
float2 vTranslation2=fTranslation;
 +
               
 +
// Scale texture coordinates to get mix of low/high frequency details
 +
outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0;
 +
outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5;
 +
outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3;
 +
outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;               
 +
                                   
 +
// compute binormal
 +
float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f)));            
 +
float3 tangent = normalize(cross(binormal, waveNormal));
 +
           
 +
// tangent space matrix
 +
float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);
 +
           
 +
float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);
 +
           
 +
outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace);
 +
outputVertex.colorTint = waterTint;
 +
outputVertex.colorTint.a = inputVertex.alpha.xxxx;
 +
// outputVertex.color = waterTint.xxxx;
 +
 +
return(outputVertex);
 +
}
 
 
float3 halfVector = normalize(viewVector + lightDirection);
+
endShaderSource 
outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;
+
end # shaderProgram
+
+
shaderProgram -target pixelProgram -method compile -version 2_0             
float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005);
+
shaderSource                           
              float2 vTexCoords = posAndTime.xy*0.05;
+
sampler reflect;
               
+
sampler bump;        
              // Output bump layers texture coordinates   
+
struct cInputPixel
              float fSinTranslation=sin(fTranslation*100)*0.005;
+
{             
              float2 vTranslation0=fTranslation+fSinTranslation;
+
float4 sPos        : TEXCOORD0;              
              float2 vTranslation1=fTranslation-fSinTranslation;
+
float2 Wave0       : TEXCOORD1;
              float2 vTranslation2=fTranslation;
+
float2 Wave1       : TEXCOORD2;
               
+
float2 Wave2       : TEXCOORD3;
              // Scale texture coordinates to get mix of low/high frequency details
+
float2 Wave3       : TEXCOORD4;
              outputVertex.Wave0.xy = vTexCoords.xy+fTranslation*2.0;
+
float3 Eye          : TEXCOORD5;
              outputVertex.Wave1.xy = vTexCoords.xy*2.0+fTranslation*4.0;
+
float4 specular    : COLOR0;
              outputVertex.Wave2.xy = vTexCoords.xy*7.0+fTranslation*2.0;
+
float4 colorTint    : COLOR1;
              outputVertex.Wave3.xy = vTexCoords.xy*12.0+fTranslation;              
+
};
                                   
+
            // compute binormal
+
            float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f)));            
+
            float3 tangent = normalize(cross(binormal, waveNormal));
+
 
             
 
             
            // tangent space matrix
+
float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing)
            float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);
+
{             
 +
return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0);
 +
}
 
             
 
             
            float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);
+
float4 PixelMain(cInputPixel pi) : COLOR
           
+
{       
            outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace);
+
float3 vEye = normalize(pi.Eye);
+
 
 +
// Get bump layers
 +
float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz;
 +
float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz;
 +
float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz;
 +
float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz;
 +
               
 +
// Average bump layers
 +
float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0);
 +
               
 +
// Apply individual bump scale for refraction and reflection               
 +
float3 vReflBump = vBumpTex.xyz ;
 +
float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1);
 +
             
 +
// Compute Fresnel term
 +
float NdotL = max(dot(vEye, vReflBump), 0);
 +
float facing = (1.0 - NdotL);
 +
float fresnel = Fresnel(NdotL, 0.1, 0.5, facing);
 +
         
 +
vReflection.a = fresnel * 0.5;
 
 
return(outputVertex);
+
return saturate(vReflection + pi.colorTint);
 
}
 
}
 
+
endShaderSource
 
+
end                                                    
endShaderSource
+
     
end # shaderProgram
+
sampler reflect
+
texture "OceanReflection"
shaderProgram -target pixelProgram -method compile -version 2_0             
+
textureAddressing clamp clamp
        shaderSource                           
+
end
            sampler reflect
+
     
            sampler bump;         
+
sampler bump
            struct cInputPixel
+
texture "poolShape-body-bump"
            {             
+
textureAddressing tile tile
              float4 sPos        : TEXCOORD0;             
+
end   
              float2 Wave0        : TEXCOORD1;
+
           
              float2 Wave1        : TEXCOORD2;
+
end # end pass
              float2 Wave2        : TEXCOORD3;
+
end # end shader
              float2 Wave3        : TEXCOORD4;
+
enddef #
              float3 Eye          : TEXCOORD5;
+
              float4 specular    : COLOR0;
+
            };
+
           
+
            float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing)
+
            {             
+
              return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0);
+
            }
+
           
+
            float4 PixelMain(cInputPixel pi) : COLOR
+
            {       
+
              float3 vEye = normalize(pi.Eye);
+
 
+
              // Get bump layers
+
              float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz;
+
              float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz;
+
              float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz;
+
              float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz;
+
               
+
              // Average bump layers
+
              float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0);
+
               
+
              // Apply individual bump scale for refraction and reflection             
+
              float3 vReflBump = vBumpTex.xyz * float3(0.1, 0.1, 1.0); 
+
             
+
              float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1);
+
             
+
              // Compute Fresnel term
+
              float NdotL = max(dot(vEye, vReflBump), 0);
+
              float facing = (1.0 - NdotL);
+
              float fresnel = Fresnel(NdotL, 0.2, 5.0, facing);
+
                             
+
              vReflection.a = fresnel;             
+
              return saturate(vReflection + float4(0.0, 0.25, 0.5, 0.0) + pi.specular);
+
            }
+
        endShaderSource
+
      end                                                   
+
     
+
      sampler reflect
+
        texture "PoolReflection"
+
        textureAddressing clamp clamp
+
      end
+
     
+
      sampler bump
+
        texture "poolShape-body-bump"
+
        textureAddressing tile tile
+
      end   
+
           
+
end # end pass
+
 
+
enddef
+

Revision as of 00:39, 16 June 2009

pass -clipAlways -modifiedEachFrameHint #fillmode wireframe alphaBlend srcFactor(srcAlpha) add dstFactor(invSrcAlpha) seti textureLights (numLightsOfType(environmentCube)) depthTest true -enableDepthWrite false

shaderProgram -target vertexProgram -method compile -version 1_1

bindConstants 0 -bindingID geomToClip -constantCount 4 bindConstants 4 -bindingID geomToCamera -constantCount 3

bindConstants 7 -bindingID frameInfo

bindConstants 11 -bindingID immediateData -data ($wmXRepeat, 0, $wmXWaveHeight, $wmXSpeed) bindConstants 12 -bindingID immediateData -data (0, $wmYRepeat, $wmYWaveHeight, $wmYSpeed)

# pre-evaluate these setf xscale (-$wmXRepeat * $wmXWaveHeight) setf yscale (-$wmYRepeat * $wmYWaveHeight) bindConstants 13 -bindingID immediateData -data ($xscale,$yscale, 1,0) bindConstants 14 -bindingID allStandardLightData -constantCount 4 -constantType float bindConstants 18 -bindingID cameraToGlobal -constantCount 3 bindConstants 21 -bindingID cameraToGeom -constantCount 3

if (tsIsDay) bindConstants 25 -bindingID immediateData -data (0.75, 0.75, 0.75, 1) bindConstants 28 -bindingID immediateData -data (-0.3, 0.1, 0.1, 0.0) else bindConstants 25 -bindingID immediateData -data (0.2, 0.2, 0.2, 1) bindConstants 28 -bindingID immediateData -data (-0.3, -0.2, -0.1, 0.0) endif

shaderSource

float4 frameInfo : register(c7); float4 waveDataX : register(c11); float4 waveDataY : register(c12); float4 waveDataHelper : register(c13); float4x4 clipSpaceMatrix : register(c0); float4x3 cameraSpaceMatrix : register(c4); float4x3 cameraToGlobalMatrix : register(c18); float4x3 cameraToGeomMatrix : register(c21);

float4 nightColor: register(c25); float4 waterTint: register(c28);

float4 lightDirection : register(c14); float4 lightColor : register(c15); float4 lightSpecular : register(c16);

const static float4 refractionWeights={1,1,2,0};

      1. MODDED11 # in-lot lotskirt water: Just alter the highlit RGB values (in bold style)

const static float4 layerBlue={0.098, 0.336, 0.469, 1.0};

struct InputVertex { float3 position: POSITION0; float3 normal : NORMAL0; float2 alpha  : TEXCOORD1; };

struct OutputVertex { float4 clipPosition : POSITION; float4 sPos  : TEXCOORD0; float2 Wave0  : TEXCOORD1; float2 Wave1  : TEXCOORD2; float2 Wave2  : TEXCOORD3; float2 Wave3  : TEXCOORD4; float3 Eye  : TEXCOORD5; float4 specular  : COLOR0; float4 colorTint  : COLOR1; };


OutputVertex VertexMain( InputVertex inputVertex) { // Do Y-direction waves // r0 = (x, y, z, t)

OutputVertex outputVertex;

float4 posAndTime; posAndTime.xyz = inputVertex.position; posAndTime.w = frameInfo.w;

float temp = dot(posAndTime, waveDataX); float z = sin(temp) * waveDataX.z + inputVertex.position.z; temp = dot(posAndTime, waveDataY); posAndTime.z = z + sin(temp) * waveDataY.z ;//-0.1f; //The -.01 is a fudge factor to remove some of the edge creep associated with moving the height of the wave. -tom posAndTime.w = 1.0f;

outputVertex.clipPosition = mul( posAndTime, clipSpaceMatrix); outputVertex.sPos = float4(0.5f*(outputVertex.clipPosition.ww - outputVertex.clipPosition.xy), outputVertex.clipPosition.ww);

float3 waveNormal = normalize(inputVertex.normal + float3(cos(temp)*waveDataHelper.xy, 0)); float3 cameraSpaceNormal = normalize(mul(waveNormal, cameraSpaceMatrix)); float3 cameraSpacePosition = mul( posAndTime, cameraSpaceMatrix); float3 viewVector = normalize(-cameraSpacePosition);

float3 halfVector = normalize(viewVector + lightDirection); outputVertex.specular = lightSpecular*pow(dot(cameraSpaceNormal, halfVector), 50)*nightColor*lightColor*0.5;


float2 fTranslation=float2(fmod(frameInfo.w, 100)*0.005, fmod(frameInfo.w, 100)*0.005); float2 vTexCoords = posAndTime.xy*0.05;

// Output bump layers texture coordinates float fSinTranslation=sin(fTranslation*100)*0.005; float2 vTranslation0=fTranslation+fSinTranslation; float2 vTranslation1=fTranslation-fSinTranslation; float2 vTranslation2=fTranslation;

// Scale texture coordinates to get mix of low/high frequency details outputVertex.Wave0.xy = vTexCoords.xy*0.01+fTranslation*2.0; outputVertex.Wave1.xy = vTexCoords.xy+fTranslation*2.5; outputVertex.Wave2.xy = vTexCoords.xy+fTranslation*-2.3; outputVertex.Wave3.xy = vTexCoords.xy*0.1+fTranslation*1.5;

// compute binormal float3 binormal = normalize(cross(waveNormal, float3(1.0f, 0.0f, 0.0f))); float3 tangent = normalize(cross(binormal, waveNormal));

// tangent space matrix float3x3 objToTangentSpace = float3x3(tangent, binormal, waveNormal);

float3 viewVectorInObjSpace = mul(viewVector, (float3x3)cameraToGeomMatrix);

outputVertex.Eye.xyz = mul(objToTangentSpace, viewVectorInObjSpace); outputVertex.colorTint = waterTint; outputVertex.colorTint.a = inputVertex.alpha.xxxx; // outputVertex.color = waterTint.xxxx;

return(outputVertex); }

endShaderSource end # shaderProgram

shaderProgram -target pixelProgram -method compile -version 2_0 shaderSource sampler reflect; sampler bump; struct cInputPixel { float4 sPos  : TEXCOORD0; float2 Wave0  : TEXCOORD1; float2 Wave1  : TEXCOORD2; float2 Wave2  : TEXCOORD3; float2 Wave3  : TEXCOORD4; float3 Eye  : TEXCOORD5; float4 specular  : COLOR0; float4 colorTint  : COLOR1; };

float Fresnel(float NdotL, float fresnelBias, float fresnelPow, float facing) { return max(fresnelBias + (1.0f - fresnelBias)*pow(facing, fresnelPow), 0.0); }

float4 PixelMain(cInputPixel pi) : COLOR { float3 vEye = normalize(pi.Eye);

// Get bump layers float3 vBumpTexA = tex2D(bump, pi.Wave0.xy).xyz; float3 vBumpTexB = tex2D(bump, pi.Wave1.xy).xyz; float3 vBumpTexC = tex2D(bump, pi.Wave2.xy).xyz; float3 vBumpTexD = tex2D(bump, pi.Wave3.xy).xyz;

// Average bump layers float3 vBumpTex=normalize(2.0 * (vBumpTexA.xyz + vBumpTexB.xyz + vBumpTexC.xyz + vBumpTexD.xyz)-4.0);

// Apply individual bump scale for refraction and reflection float3 vReflBump = vBumpTex.xyz ; float4 vReflection = tex2Dproj(reflect, pi.sPos + float4(vReflBump.xy, 0.0f, 0.0f));//*0.001 + float4(2.0*vBumpTexD-1.0f.xxx, 1);

// Compute Fresnel term float NdotL = max(dot(vEye, vReflBump), 0); float facing = (1.0 - NdotL); float fresnel = Fresnel(NdotL, 0.1, 0.5, facing);

vReflection.a = fresnel * 0.5;

return saturate(vReflection + pi.colorTint); } endShaderSource end

sampler reflect texture "OceanReflection" textureAddressing clamp clamp end

sampler bump texture "poolShape-body-bump" textureAddressing tile tile end

end # end pass end # end shader enddef #

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