pxmlw6n2f/Gazebo_Distributed_MPI/media/skyx/SkyX.material

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2019-04-18 10:27:54 +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 clouds -----------------------------
vertex_program SkyX_Clouds_VP_HLSL hlsl
{
source SkyX_Clouds.hlsl
entry_point main_vp
target vs_1_1
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_Clouds_VP_GLSL glsl
{
source SkyX_Clouds.vertex
default_params
{
}
}
vertex_program SkyX_Clouds_VP unified
{
delegate SkyX_Clouds_VP_GLSL
delegate SkyX_Clouds_VP_HLSL
}
fragment_program SkyX_Clouds_LDR_FP_HLSL hlsl
{
source SkyX_Clouds.hlsl
entry_point main_fp
target ps_2_0
preprocessor_defines LDR
default_params
{
}
}
fragment_program SkyX_Clouds_LDR_FP_GLSL glsl
{
source SkyX_Clouds.fragment
preprocessor_defines LDR
default_params
{
}
}
fragment_program SkyX_Clouds_LDR_FP unified
{
delegate SkyX_Clouds_LDR_FP_GLSL
delegate SkyX_Clouds_LDR_FP_HLSL
}
fragment_program SkyX_Clouds_HDR_FP_HLSL hlsl
{
source SkyX_Clouds.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_Clouds_HDR_FP_GLSL glsl
{
source SkyX_Clouds.fragment
default_params
{
}
}
fragment_program SkyX_Clouds_HDR_FP unified
{
delegate SkyX_Clouds_HDR_FP_GLSL
delegate SkyX_Clouds_HDR_FP_HLSL
}
// ------------------------- SkyX volumetric clouds ------------------
vertex_program SkyX_VolClouds_VP_HLSL hlsl
{
source SkyX_VolClouds.hlsl
entry_point main_vp
target vs_1_1
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_VolClouds_VP_GLSL glsl
{
source SkyX_VolClouds.vertex
default_params
{
}
}
vertex_program SkyX_VolClouds_VP unified
{
delegate SkyX_VolClouds_VP_HLSL
delegate SkyX_VolClouds_VP_GLSL
}
fragment_program SkyX_VolClouds_FP_HLSL hlsl
{
source SkyX_VolClouds.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_VolClouds_FP_GLSL glsl
{
source SkyX_VolClouds.fragment
default_params
{
param_named uDensity0 int 0
param_named uDensity1 int 1
param_named uNoise int 2
}
}
fragment_program SkyX_VolClouds_FP unified
{
delegate SkyX_VolClouds_FP_HLSL
delegate SkyX_VolClouds_FP_GLSL
}
material SkyX_VolClouds
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check on
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater 0
vertex_program_ref SkyX_VolClouds_VP
{
param_named_auto uCameraPosition camera_position_object_space
param_named uRadius float 30000
}
fragment_program_ref SkyX_VolClouds_FP
{
param_named uInterpolation float 0
param_named uSunDirection float3 0 1 0
param_named uSunColor float3 1 1 1
param_named uAmbientColor float3 0.63 0.63 0.7
param_named uLightResponse float4 0.25 0.2 1 0.1
param_named uAmbientFactors float4 0.45 0.3 0.6 1
}
texture_unit Density0
{
tex_address_mode wrap
tex_coord_set 0
}
texture_unit Density1
{
tex_address_mode wrap
tex_coord_set 1
}
texture_unit Noise
{
tex_address_mode wrap
tex_coord_set 2
texture Noise.jpg
}
}
}
}
// ---------------- SkyX volumetric clouds + lightning ------------------
vertex_program SkyX_VolClouds_Lightning_VP_HLSL hlsl
{
source SkyX_VolClouds_Lightning.hlsl
entry_point main_vp
target vs_1_1
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_VolClouds_Lightning_VP_GLSL glsl
{
source SkyX_VolClouds_Lightning.vertex
default_params
{
}
}
vertex_program SkyX_VolClouds_Lightning_VP unified
{
delegate SkyX_VolClouds_Lightning_VP_HLSL
delegate SkyX_VolClouds_Lightning_VP_GLSL
}
fragment_program SkyX_VolClouds_Lightning_FP_HLSL hlsl
{
source SkyX_VolClouds_Lightning.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_VolClouds_Lightning_FP_GLSL glsl
{
source SkyX_VolClouds_Lightning.fragment
default_params
{
param_named uDensity0 int 0
param_named uDensity1 int 1
param_named uNoise int 2
}
}
fragment_program SkyX_VolClouds_Lightning_FP unified
{
delegate SkyX_VolClouds_Lightning_FP_HLSL
delegate SkyX_VolClouds_Lightning_FP_GLSL
}
material SkyX_VolClouds_Lightning
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check on
cull_hardware none
cull_software none
scene_blend alpha_blend
alpha_rejection greater 0
vertex_program_ref SkyX_VolClouds_Lightning_VP
{
param_named_auto uCameraPosition camera_position_object_space
param_named uRadius float 30000
}
fragment_program_ref SkyX_VolClouds_Lightning_FP
{
param_named uInterpolation float 0
param_named uSunDirection float3 0 1 0
param_named uSunColor float3 1 1 1
param_named uAmbientColor float3 0.63 0.63 0.7
param_named uLightResponse float4 0.25 0.2 1 0.1
param_named uAmbientFactors float4 0.45 0.3 0.6 1
param_named uLightning0 float4 0 0 0 0
param_named uLightning1 float4 0 0 0 0
param_named uLightning2 float4 0 0 0 0
param_named uLightningColor float3 1 1 1
}
texture_unit Density0
{
tex_address_mode wrap
tex_coord_set 0
}
texture_unit Density1
{
tex_address_mode wrap
tex_coord_set 1
}
texture_unit Noise
{
tex_address_mode wrap
tex_coord_set 2
texture Noise.jpg
}
}
}
}
// --------------------- SkyX skydome material ------------------------
vertex_program SkyX_Skydome_VP_HLSL hlsl
{
source SkyX_Skydome.hlsl
entry_point main_vp
target vs_2_0
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_Skydome_VP_GLSL glsl
{
source SkyX_Skydome.vertex
default_params
{
}
}
vertex_program SkyX_Skydome_VP unified
{
delegate SkyX_Skydome_VP_HLSL
delegate SkyX_Skydome_VP_GLSL
}
fragment_program SkyX_Skydome_STARFIELD_LDR_FP_HLSL hlsl
{
source SkyX_Skydome.hlsl
entry_point main_fp
target ps_2_0
preprocessor_defines LDR,STARFIELD
default_params
{
}
}
fragment_program SkyX_Skydome_STARFIELD_LDR_FP_GLSL glsl
{
source SkyX_Skydome.fragment
preprocessor_defines LDR=1;STARFIELD=1
default_params
{
}
}
fragment_program SkyX_Skydome_STARFIELD_LDR_FP unified
{
delegate SkyX_Skydome_STARFIELD_LDR_FP_HLSL
delegate SkyX_Skydome_STARFIELD_LDR_FP_GLSL
}
fragment_program SkyX_Skydome_STARFIELD_HDR_FP_HLSL hlsl
{
source SkyX_Skydome.hlsl
entry_point main_fp
target ps_2_0
preprocessor_defines STARFIELD
default_params
{
}
}
fragment_program SkyX_Skydome_STARFIELD_HDR_FP_GLSL glsl
{
source SkyX_Skydome.fragment
preprocessor_defines STARFIELD=1
default_params
{
}
}
fragment_program SkyX_Skydome_STARFIELD_HDR_FP unified
{
delegate SkyX_Skydome_STARFIELD_HDR_FP_HLSL
delegate SkyX_Skydome_STARFIELD_HDR_FP_GLSL
}
fragment_program SkyX_Skydome_LDR_FP_HLSL hlsl
{
source SkyX_Skydome.hlsl
entry_point main_fp
target ps_2_0
preprocessor_defines LDR
default_params
{
}
}
fragment_program SkyX_Skydome_LDR_FP_GLSL glsl
{
source SkyX_Skydome.fragment
preprocessor_defines LDR=1
default_params
{
}
}
fragment_program SkyX_Skydome_LDR_FP unified
{
delegate SkyX_Skydome_LDR_FP_HLSL
delegate SkyX_Skydome_LDR_FP_GLSL
}
fragment_program SkyX_Skydome_HDR_FP_HLSL hlsl
{
source SkyX_Skydome.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_Skydome_HDR_FP_GLSL glsl
{
source SkyX_Skydome.fragment
default_params
{
}
}
fragment_program SkyX_Skydome_HDR_FP unified
{
delegate SkyX_Skydome_HDR_FP_HLSL
delegate SkyX_Skydome_HDR_FP_GLSL
}
material SkyX_Skydome_STARFIELD_LDR
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check off
cull_hardware none
cull_software none
scene_blend alpha_blend
vertex_program_ref SkyX_Skydome_VP
{
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 0 0 1
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKmESun float 0.350000002
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
fragment_program_ref SkyX_Skydome_STARFIELD_LDR_FP
{
param_named uTime float 0
// Must be the same as in the vertex program, normalized
param_named uLightDir float3 0 0 1
param_named uG float -0.991
param_named uG2 float 0.982081
param_named uExposure float 1.75
}
texture_unit Starfield
{
texture SkyX_Starfield.png
tex_address_mode wrap
filtering linear linear none
tex_coord_set 0
}
}
}
}
material SkyX_Skydome_STARFIELD_HDR
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check off
cull_hardware none
cull_software none
scene_blend alpha_blend
vertex_program_ref SkyX_Skydome_VP
{
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 0 0 1
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKmESun float 0.350000002
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
fragment_program_ref SkyX_Skydome_STARFIELD_HDR_FP
{
param_named uTime float 0
// Must be the same as in the vertex program, normalized
param_named uLightDir float3 0 0 1
param_named uG float -0.991
param_named uG2 float 0.982081
param_named uExposure float 1
}
texture_unit Starfield
{
texture SkyX_Starfield.png gamma
tex_address_mode wrap
filtering linear linear none
tex_coord_set 0
}
}
}
}
material SkyX_Skydome_LDR
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check off
cull_hardware none
cull_software none
scene_blend alpha_blend
vertex_program_ref SkyX_Skydome_VP
{
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 0 0 1
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKmESun float 0.350000002
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
fragment_program_ref SkyX_Skydome_LDR_FP
{
// Must be the same as in the vertex program, normalized
param_named uLightDir float3 0 0 1
param_named uG float -0.991
param_named uG2 float 0.982081
param_named uExposure float 1.75
}
}
}
}
material SkyX_Skydome_HDR
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check off
cull_hardware none
cull_software none
scene_blend alpha_blend
vertex_program_ref SkyX_Skydome_VP
{
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 0 0 1
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKmESun float 0.350000002
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
fragment_program_ref SkyX_Skydome_HDR_FP
{
// Must be the same as in the vertex program, normalized
param_named uLightDir float3 0 0 1
param_named uG float -0.991
param_named uG2 float 0.982081
param_named uExposure float 1
}
}
}
}
// --------------------- SkyX moon material ------------------------
vertex_program SkyX_Moon_VP_HLSL hlsl
{
source SkyX_Moon.hlsl
entry_point main_vp
target vs_1_1
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_Moon_VP_GLSL glsl
{
source SkyX_Moon.vertex
default_params
{
}
}
vertex_program SkyX_Moon_VP unified
{
delegate SkyX_Moon_VP_GLSL
delegate SkyX_Moon_VP_HLSL
}
fragment_program SkyX_Moon_FP_HLSL hlsl
{
source SkyX_Moon.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_Moon_FP_GLSL glsl
{
source SkyX_Moon.fragment
default_params
{
param_named uMoon int 0
param_named uMoonHalo int 1
}
}
fragment_program SkyX_Moon_FP unified
{
delegate SkyX_Moon_FP_GLSL
delegate SkyX_Moon_FP_HLSL
}
material SkyX_Moon
{
receive_shadows off
technique
{
pass
{
lighting off
depth_write off
depth_check off
scene_blend alpha_blend
vertex_program_ref SkyX_Moon_VP
{
param_named_auto uWorld world_matrix
param_named uSkydomeCenter float3 0 0 0
}
fragment_program_ref SkyX_Moon_FP
{
param_named uMoonPhase float3 0.25 0.6 1
param_named uMoonHalo1 float3 0.25 0.5 1
param_named uMoonHalo2 float3 0 0 0
param_named uMoonHaloFlip float 0
}
texture_unit Moon
{
texture SkyX_Moon.png
tex_coord_set 0
tex_address_mode clamp
}
texture_unit MoonHalo
{
texture SkyX_MoonHalo.png
tex_coord_set 1
tex_address_mode clamp
}
}
}
}
// --------------------- SkyX lightning material ------------------------
vertex_program SkyX_Lightning_VP_HLSL hlsl
{
source SkyX_Lightning.hlsl
entry_point main_vp
target vs_1_1
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
}
}
vertex_program SkyX_Lightning_VP_GLSL glsl
{
source SkyX_Lightning.vertex
default_params
{
}
}
vertex_program SkyX_Lightning_VP unified
{
delegate SkyX_Lightning_VP_GLSL
delegate SkyX_Lightning_VP_HLSL
}
fragment_program SkyX_Lightning_FP_HLSL hlsl
{
source SkyX_Lightning.hlsl
entry_point main_fp
target ps_2_0
default_params
{
}
}
fragment_program SkyX_Lightning_FP_GLSL glsl
{
source SkyX_Lightning.fragment
default_params
{
}
}
fragment_program SkyX_Lightning_FP unified
{
delegate SkyX_Lightning_FP_GLSL
delegate SkyX_Lightning_FP_HLSL
}
material SkyX_Lightning
{
receive_shadows off
technique
{
pass
{
lighting off
scene_blend add
scene_blend_op max
depth_write on
depth_check off
vertex_program_ref SkyX_Lightning_VP
{
param_named_auto uData custom 0
}
fragment_program_ref SkyX_Lightning_FP
{
param_named uColor float3 1 1 1
}
}
}
}
// --------------------- SkyX ground material ------------------------
vertex_program SkyX_Ground_VP_HLSL hlsl
{
source SkyX_Ground.hlsl
entry_point main_vp
target vs_2_0
default_params
{
param_named_auto uWorldViewProj worldviewproj_matrix
param_named_auto uWorld world_matrix
param_named_auto uCameraPos_ camera_position
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 1 0 0
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uSkydomeRadius float 2850
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
}
vertex_program SkyX_Ground_VP_GLSL glsl
{
source SkyX_Ground.vertex
default_params
{
param_named_auto uWorld world_matrix
param_named_auto uCameraPos_ camera_position
// Must be the same as in the fragment program, normalized
param_named uLightDir float3 1 0 0
// Camera position
param_named uCameraPos float3 0 1.0001 0
// Inverse wave length (RGB: 570 nm, 540 nm and 440 nm, respectively) -> 1 / pow (0.57, 4); etc.
param_named uInvWaveLength float3 9.473284438 11.76047764 26.6802131
// Inner radius
param_named uInnerRadius float 1
param_named uKrESun float 0.32299994
param_named uKr4PI float 0.0850
param_named uKm4PI float 0.2008849557
// 1 / (OuterRadius-InnerRadius)
param_named uScale float 4
// (OuterRadius - InnerRadius) / 2.0f
param_named uScaleDepth float 0.125
// Scale / ScaleDepth;
param_named uScaleOverScaleDepth float 32
param_named uSkydomeRadius float 2850
param_named uNumberOfSamples int 6
param_named uSamples float 6
}
}
vertex_program SkyX_Ground_VP unified
{
delegate SkyX_Ground_VP_GLSL
delegate SkyX_Ground_VP_HLSL
}
fragment_program SkyX_Ground_LDR_FP_HLSL hlsl
{
source SkyX_Ground.hlsl
entry_point main_fp
target ps_2_0
preprocessor_defines LDR
default_params
{
param_named uExposure float 1.75
param_named uLightDir float3 0 0 1
}
}
fragment_program SkyX_Ground_LDR_FP_GLSL glsl
{
source SkyX_Ground.fragment
default_params
{
param_named uExposure float 1.75
param_named uLightDir float3 0 0 1
}
}
fragment_program SkyX_Ground_LDR_FP unified
{
delegate SkyX_Ground_LDR_FP_GLSL
delegate SkyX_Ground_LDR_FP_HLSL
}
fragment_program SkyX_Ground_HDR_FP_HLSL hlsl
{
source SkyX_Ground.hlsl
entry_point main_fp
target ps_2_0
default_params
{
param_named uLightDir float3 0 0 1
}
}
fragment_program SkyX_Ground_HDR_FP_GLSL glsl
{
source SkyX_Ground.fragment
default_params
{
param_named uLightDir float3 0 0 1
}
}
fragment_program SkyX_Ground_HDR_FP unified
{
delegate SkyX_Ground_HDR_FP_GLSL
delegate SkyX_Ground_HDR_FP_HLSL
}