/* -------------------------------------------------------------------------------- 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 skydome material ------------------------ float scale(float cos, float uScaleDepth) { float x = 1.0 - cos; return uScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main_vp( // IN float4 iPosition : POSITION, float3 iNPosition : TEXCOORD0, float2 iUV : TEXCOORD1, float iOpacity : TEXCOORD2, // OUT out float4 oPosition : POSITION, out float2 oUV : TEXCOORD0, out float3 oRayleighColor : TEXCOORD1, out float3 oMieColor : TEXCOORD2, out float3 oDirection : TEXCOORD3, out float oOpacity : TEXCOORD4, out float oHeight : TEXCOORD5, // UNIFORM uniform float4x4 uWorldViewProj, // Global information uniform float3 uLightDir, // Position information uniform float3 uCameraPos, uniform float3 uInvWaveLength, uniform float uInnerRadius, // Scattering parameters uniform float uKrESun, // Kr * ESun uniform float uKmESun, // Km * ESun uniform float uKr4PI, // Kr * 4 * PI uniform float uKm4PI, // Km * 4 * PI // Atmosphere properties uniform float uScale, // 1 / (outerRadius - innerRadius) uniform float uScaleDepth, // Where the average atmosphere density is found uniform float uScaleOverScaleDepth, // Scale / ScaleDepth // Number of samples uniform int uNumberOfSamples, uniform float uSamples) { // Clip space position oPosition = mul(uWorldViewProj, iPosition); float3 v3Pos = iNPosition; v3Pos.y += uInnerRadius; float3 v3Ray = v3Pos - uCameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the ray's starting position, then calculate its scattering offset float3 v3Start = uCameraPos; float fHeight = uCameraPos.y; float fStartAngle = dot(v3Ray, v3Start) / fHeight; // NOTE: fDepth is not pased as parameter(like a constant) to avoid the little precission issue (Apreciable) float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius - uCameraPos.y)); float fStartOffset = fDepth * scale(fStartAngle, uScaleDepth); // Init loop variables float fSampleLength = fFar / uSamples; float fScaledLength = fSampleLength * uScale; float3 v3SampleRay = v3Ray * fSampleLength; float3 v3SamplePoint = v3Start + v3SampleRay * 0.5f; // Loop the ray float3 color = float3(0,0,0); for (int i = 0; i < uNumberOfSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius-fHeight)); float fLightAngle = dot(uLightDir, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle, uScaleDepth) - scale(fCameraAngle, uScaleDepth))); float3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO // Accumulate color v3Attenuate *= (fDepth * fScaledLength); color += v3Attenuate; // Next sample point v3SamplePoint += v3SampleRay; } // Outputs oRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter oMieColor = color * uKmESun; // TODO <--- *uInvMieWaveLength oDirection = uCameraPos - v3Pos; oUV = iUV; oOpacity = iOpacity; oHeight = 1-iNPosition.y; } void main_fp( // IN float2 iUV : TEXCOORD0, float3 iRayleighColor : TEXCOORD1, float3 iMieColor : TEXCOORD2, float3 iDirection : TEXCOORD3, float iOpacity : TEXCOORD4, float iHeight : TEXCOORD5, // OUT out float4 oColor : COLOR, // UNIFORM #ifdef STARFIELD uniform float uTime, #endif // STARFIELD uniform float3 uLightDir, // Phase function uniform float uG, uniform float uG2, uniform float uExposure #ifdef STARFIELD , uniform sampler2D uStarfield : register(s0) #endif // STARFIELD ) { float cos = dot(uLightDir, iDirection) / length(iDirection); float cos2 = cos*cos; float rayleighPhase = 0.75 * (1.0 + 0.5*cos2); float miePhase = 1.5f * ((1.0f - uG2) / (2.0f + uG2)) * // <<< TODO (1.0f + cos2) / pow(1.0f + uG2 - 2.0f * uG * cos, 1.5f); #ifdef LDR oColor = float4((1 - exp(-uExposure * (rayleighPhase * iRayleighColor + miePhase * iMieColor))), iOpacity); #else // HDR oColor = float4(uExposure * (rayleighPhase * iRayleighColor + miePhase * iMieColor), iOpacity); #endif // LDR // For night rendering float nightmult = saturate(1 - max(oColor.x, max(oColor.y, oColor.z))*10); #ifdef STARFIELD #ifdef LDR oColor.xyz += nightmult *(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3) + tex2D(uStarfield, iUV+uTime)*(0.35f + saturate(-uLightDir.y*0.45f))); #else // HDR (Linear pipeline -> Gamma correction) oColor.xyz += nightmult *(pow(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3),2.2) + tex2D(uStarfield, iUV+uTime)*(0.35f + saturate(-uLightDir.y*0.45f))); #endif // LDR #else // NO STARFIELD #ifdef LDR oColor.xyz += nightmult *(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3)); #else // HDR (Linear pipeline -> Gamma correction) oColor.xyz += nightmult * pow(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3), 2.2); #endif // LDR #endif // STARFIELD }