TEST-STRCMP4CODES
From SimsWiki
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;
};
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