/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González 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 }