Hi!
I'm working on Water with Reflections. My idea so far is:
-Render the reflections in a texture
-Let the water shader project the texture on the water plane
-Render the water
The rest of the water and rendering into the texture with the reflections works fine, but the projection somehow doesn't work very well.
Here's a result from my app:
First Image
Looks fine so far, but the reflection is somehow distorted (red arrow in the image) - and I haven't implemented any distortion yet!
The Problem becomes clearer as I move closer:
Second Image
The distortions seems to become bigger as the edges of the water mesh move farther outside of the view.
To do the projection, my vertex shader simply takes the transformed position data of my water mesh as texture coordinates. Here's a simplified code with the relevant pieces:
Vertex Shader:
//Calculate the position
OUT.hPosition = mul( float4(IN.position.xyz , 1.0) , worldViewProj);
[...]
//Take the transformed position as texture coordinates
OUT.ReflCoord = OUT.hPosition.xy / OUT.hPosition.w;
//Transform it from the Unit-Cube coordinates (-1 to +1, zero at the middle)
//to texture coordinates (0 to 1, zero at the top left (or so))
OUT.ReflCoord.x = OUT.ReflCoord.x*0.5 + 0.5;
OUT.ReflCoord.y = 1-(OUT.ReflCoord.y*0.5 + 0.5);
[...]
Pixel Shader:
float4 refl = tex2D(ReflSampler, float2(IN.ReflCoord.x, IN.ReflCoord.y));
return refl;
I know that the contents of my reflection-texture are correct.
Can someone figure out where the problem is?
Thanks a lot in advance,
-uggi
[Edited by - uggibuggi on May 14, 2008 9:48:02 AM]