pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_VolClouds.fragment

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2019-03-28 10:57:49 +08:00
/*
--------------------------------------------------------------------------------
This source file is part of SkyX.
Visit http://www.paradise-studios.net/products/skyx/
Copyright (C) 2009-2012 Xavier Vergu<67>n Gonz<6E>lez <xavyiy@gmail.com>
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
--------------------------------------------------------------------------------
*/
// ------------------------- SkyX volumetric clouds -----------------------------
// ----------------------------- GLSL Fragment ----------------------------------
// IN
varying vec3 v3DCoord;
varying vec2 vNoiseUV;
varying float vOpacity;
varying vec3 vEyePixel;
varying float vDistance;
// OUT
// UNIFORM
uniform float uInterpolation;
uniform vec3 uSunDirection;
uniform vec3 uAmbientColor;
uniform vec3 uSunColor;
uniform vec4 uLightResponse;
uniform vec4 uAmbientFactors;
uniform sampler3D uDensity0;
uniform sampler3D uDensity1;
uniform sampler2D uNoise;
void main(void)
{
// x - Sun light power
// y - Sun beta multiplier
// z - Ambient color multiplier
// w - Distance attenuation
// uLightResponse = float4(0.25,0.2,1,0.1);
// Ambient light factors
// x - constant, y - linear, z - cuadratic, w - cubic
// float4 uAmbientFactors = float4(0.4,1,1,1);
vec3 Noise = texture2D(uNoise, vNoiseUV*5.0).xyz;
vec3 Final3DCoord = v3DCoord+0.002575*(Noise-0.5)*2.0;
Final3DCoord.z = clamp(Final3DCoord.z, 0.0, 1.0);
vec3 Density0 = texture3D(uDensity0, Final3DCoord).xyz;
vec3 Density1 = texture3D(uDensity1, Final3DCoord).xyz;
vec3 Density = Density0*(1.0-uInterpolation) + Density1*uInterpolation;
vec3 finalcolor = vec3(0,0,0);
float Opacity = 0.0;
if (Density.x > 0.0)
{
float cos0 = clamp(dot(uSunDirection,vEyePixel), 0.0, 1.0);
float c2=cos0*cos0;
float Beta = c2*uLightResponse.y*(0.5+2.5*clamp(1.0-2.0*uSunDirection.y, 0.0, 1.0)*Density.y);
float sunaccumulation = max(0.2, clamp(Beta+Density.y*uLightResponse.x+pow(vDistance,1.5)*uLightResponse.w, 0.0, 1.0));
float ambientaccumulation =
clamp(uAmbientFactors.x + uAmbientFactors.y*v3DCoord.z + uAmbientFactors.z*pow(v3DCoord.z,2.0) + uAmbientFactors.w*pow(v3DCoord.z,3.0), 0.0, 1.0)*uLightResponse.z;
finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation;
Opacity = (1.0 - exp(-Density.x*(7.5-6.5*v3DCoord.z)))*vOpacity;
}
gl_FragColor = vec4(finalcolor, Opacity);
//oColor.xyz*=0.0001;
// oColor.a = saturate(oColor.a+1)*iOpacity;
// oColor.xyz+=Noise;
//oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel);
}