137 lines
4.7 KiB
HLSL
137 lines
4.7 KiB
HLSL
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/*
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--------------------------------------------------------------------------------
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This source file is part of SkyX.
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Visit http://www.paradise-studios.net/products/skyx/
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Copyright (C) 2009-2012 Xavier Vergu<EFBFBD>n Gonz<EFBFBD>lez <xavyiy@gmail.com>
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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--------------------------------------------------------------------------------
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*/
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// --------------------- SkyX ground material ------------------------
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float scale(float cos, float uScaleDepth)
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{
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float x = 1.0 - cos;
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return uScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main_vp(
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// IN
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float4 iPosition : POSITION,
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// OUT
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out float4 oPosition : POSITION,
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out float3 oRayleighColor : TEXCOORD0,
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out float3 oDirection : TEXCOORD1,
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// UNIFORM
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uniform float4x4 uWorldViewProj,
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uniform float4x4 uWorld,
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// Global information
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uniform float3 uLightDir,
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// Position information
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uniform float3 uCameraPos,
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uniform float3 uCameraPos_,
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uniform float3 uInvWaveLength,
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uniform float uInnerRadius,
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// Scattering parameters
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uniform float uKrESun, // Kr * ESun
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uniform float uKr4PI, // Kr * 4 * PI
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uniform float uKm4PI, // Km * 4 * PI
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// Atmosphere properties
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uniform float uScale, // 1 / (outerRadius - innerRadius)
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uniform float uScaleDepth, // Where the average atmosphere density is found
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uniform float uScaleOverScaleDepth, // Scale / ScaleDepth
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uniform float uSkydomeRadius,
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// Number of samples
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uniform int uNumberOfSamples,
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uniform float uSamples)
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{
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// Clip space position
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oPosition = mul(uWorldViewProj, iPosition);
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// Calculate vertex world position
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float3 vertexWorldPos = mul(uWorld, iPosition);
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// Z-up
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vertexWorldPos.xyz = vertexWorldPos.xzy;
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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float3 v3Pos; // Z-up xz -> xy
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v3Pos.xz = (vertexWorldPos.xz-uCameraPos_.xy) / uSkydomeRadius;
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v3Pos.y = uCameraPos.y + vertexWorldPos.y / uSkydomeRadius;
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float3 v3Ray = v3Pos - uCameraPos;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the ray's starting position, then calculate its scattering offset
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float3 v3Start = uCameraPos; // Creo k ai k ajustar la posicion y del pixel
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float fDepth = exp((uInnerRadius - uCameraPos.y) / uScaleDepth);
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float fCameraAngle = dot(v3Ray, uCameraPos) / length(v3Pos);
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float fLightAngle = dot(normalize(uLightDir), v3Pos) / length(v3Pos);
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float fCameraScale = scale(fCameraAngle, uScaleDepth);
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float fLightScale = scale(fLightAngle, uScaleDepth);
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float fCameraOffset = fDepth*fCameraScale;
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float fTemp = (fLightScale + fCameraScale);
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// Init loop variables
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float fSampleLength = fFar / uSamples;
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float fScaledLength = fSampleLength * uScale;
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float3 v3SampleRay = v3Ray * fSampleLength;
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float3 v3SamplePoint = v3Start + v3SampleRay * 0.5f;
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// Loop the ray
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float3 color = float3(0,0,0);
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for (int i = 0; i < uNumberOfSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius-fHeight));
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float fScatter = fDepth*fTemp - fCameraOffset;
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float3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO
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color += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Outputs
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oRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter
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oDirection = uCameraPos - v3Pos;
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}
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void main_fp(
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// IN
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float3 iRayleighColor : TEXCOORD0,
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float3 iDirection : TEXCOORD1,
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// OUT
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out float4 oColor : COLOR,
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// UNIFORM
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uniform float3 uLightDir
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#ifdef LDR
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,uniform float uExposure
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#endif // LDR
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)
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{
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float cos = dot(uLightDir, iDirection) / length(iDirection);
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float cos2 = cos*cos;
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float rayleighPhase = 0.75 * (1.0 + 0.5*cos2);
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oColor = float4(rayleighPhase*iRayleighColor,1);
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#ifdef LDR
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oColor.xyz = 1 - exp(-uExposure * oColor);
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#endif // LDR
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}
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