procedural-3d-engine/shaders/hlsl/offscreen/mirror.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
2022-08-04 17:24:11 +02:00
[[vk::location(0)]] float4 ProjCoord : POSITION0;
};
float4 main(VSOutput input, bool FrontFacing : SV_IsFrontFace) : SV_TARGET
{
float4 tmp = (1.0 / input.ProjCoord.w).xxxx;
float4 projCoord = input.ProjCoord * tmp;
// Scale and bias
projCoord += float4(1.0, 1.0, 1.0, 1.0);
projCoord *= float4(0.5, 0.5, 0.5, 0.5);
// Slow single pass blur
// For demonstration purposes only
const float blurSize = 1.0 / 512.0;
float4 color = float4(float3(0.0, 0.0, 0.0), 1.);
if (FrontFacing)
{
// Only render mirrored scene on front facing (upper) side of mirror surface
float4 reflection = float4(0.0, 0.0, 0.0, 0.0);
for (int x = -3; x <= 3; x++)
{
for (int y = -3; y <= 3; y++)
{
reflection += textureColor.Sample(samplerColor, float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0;
}
}
color += reflection;
}
return color;
}