122 lines
4.2 KiB
HLSL
122 lines
4.2 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 volumetric clouds -----------------------------
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void main_vp(
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// IN
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float4 iPosition : POSITION,
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float3 i3DCoord : TEXCOORD0,
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float2 iNoiseUV : TEXCOORD1,
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float iOpacity : TEXCOORD2,
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// OUT
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out float4 oPosition : POSITION,
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out float3 o3DCoord : TEXCOORD0,
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out float2 oNoiseUV : TEXCOORD1,
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out float oOpacity : TEXCOORD2,
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out float3 oEyePixel : TEXCOORD3,
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out float oDistance : TEXCOORD4,
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// UNIFORM
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uniform float4x4 uWorldViewProj,
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uniform float3 uCameraPosition,
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uniform float uRadius)
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{
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// Clip space position
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oPosition = mul(uWorldViewProj, iPosition);
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// 3D coords
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o3DCoord = i3DCoord;
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// Noise coords
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oNoiseUV = iNoiseUV;
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// Opacity
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oOpacity = iOpacity;
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// Eye to pixel vector
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oEyePixel = normalize(iPosition.xyz - uCameraPosition);
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// Distance in [0,1] range
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oDistance = length(float2(iPosition.x, iPosition.z)) / uRadius;
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}
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void main_fp(
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// IN
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float3 i3DCoord : TEXCOORD0,
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float2 iNoiseUV : TEXCOORD1,
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float iOpacity : TEXCOORD2,
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float3 iEyePixel : TEXCOORD3,
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float iDistance : TEXCOORD4,
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// OUT
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out float4 oColor : COLOR,
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// UNIFORM
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uniform float uInterpolation,
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uniform float3 uSunDirection,
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uniform float3 uAmbientColor,
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uniform float3 uSunColor,
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uniform float4 uLightResponse,
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uniform float4 uAmbientFactors,
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uniform sampler3D uDensity0 : register(s0),
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uniform sampler3D uDensity1 : register(s1),
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uniform sampler2D uNoise : register(s2))
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{
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// x - Sun light power
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// y - Sun beta multiplier
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// z - Ambient color multiplier
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// w - Distance attenuation
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// uLightResponse = float4(0.25,0.2,1,0.1);
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// Ambient light factors
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// x - constant, y - linear, z - cuadratic, w - cubic
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// float4 uAmbientFactors = float4(0.4,1,1,1);
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float3 Noise = tex2D(uNoise, iNoiseUV*5);
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float3 Final3DCoord = i3DCoord+0.002575*(Noise-0.5f)*2;
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Final3DCoord.z = saturate(Final3DCoord.z);
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float3 Density0 = tex3D(uDensity0, Final3DCoord);
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float3 Density1 = tex3D(uDensity1, Final3DCoord);
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float3 Density = Density0*(1-uInterpolation) + Density1*uInterpolation;
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float3 finalcolor = float3(0,0,0);
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float Opacity = 0;
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if (Density.x > 0)
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{
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float cos0 = saturate(dot(uSunDirection,iEyePixel));
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float c2=cos0*cos0;
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float Beta = c2*uLightResponse.y*(0.5f+2.5f*saturate(1-2*uSunDirection.y)*Density.y);
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float sunaccumulation = max(0.2, saturate(Beta+Density.y*uLightResponse.x+pow(iDistance,1.5)*uLightResponse.w));
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float ambientaccumulation =
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saturate(uAmbientFactors.x + uAmbientFactors.y*i3DCoord.z + uAmbientFactors.z*pow(i3DCoord.z,2) + uAmbientFactors.w*pow(i3DCoord.z,3))*uLightResponse.z;
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finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation;
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Opacity = (1 - exp(-Density.x*(7.5-6.5*i3DCoord.z)))*iOpacity;
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}
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oColor = float4(finalcolor, Opacity);
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//oColor.xyz*=0.0001;
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// oColor.a = saturate(oColor.a+1)*iOpacity;
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// oColor.xyz+=Noise;
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//oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel);
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}
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