137 lines
4.7 KiB
HLSL
137 lines
4.7 KiB
HLSL
/*
|
|
--------------------------------------------------------------------------------
|
|
This source file is part of SkyX.
|
|
Visit http://www.paradise-studios.net/products/skyx/
|
|
|
|
Copyright (C) 2009-2012 Xavier Verguín González <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 ground 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,
|
|
// OUT
|
|
out float4 oPosition : POSITION,
|
|
out float3 oRayleighColor : TEXCOORD0,
|
|
out float3 oDirection : TEXCOORD1,
|
|
// UNIFORM
|
|
uniform float4x4 uWorldViewProj,
|
|
uniform float4x4 uWorld,
|
|
// Global information
|
|
uniform float3 uLightDir,
|
|
// Position information
|
|
uniform float3 uCameraPos,
|
|
uniform float3 uCameraPos_,
|
|
uniform float3 uInvWaveLength,
|
|
uniform float uInnerRadius,
|
|
// Scattering parameters
|
|
uniform float uKrESun, // Kr * 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
|
|
uniform float uSkydomeRadius,
|
|
// Number of samples
|
|
uniform int uNumberOfSamples,
|
|
uniform float uSamples)
|
|
{
|
|
// Clip space position
|
|
oPosition = mul(uWorldViewProj, iPosition);
|
|
|
|
// Calculate vertex world position
|
|
float3 vertexWorldPos = mul(uWorld, iPosition);
|
|
|
|
// Z-up
|
|
vertexWorldPos.xyz = vertexWorldPos.xzy;
|
|
|
|
// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
|
|
float3 v3Pos; // Z-up xz -> xy
|
|
v3Pos.xz = (vertexWorldPos.xz-uCameraPos_.xy) / uSkydomeRadius;
|
|
v3Pos.y = uCameraPos.y + vertexWorldPos.y / uSkydomeRadius;
|
|
|
|
float3 v3Ray = v3Pos - uCameraPos;
|
|
float fFar = length(v3Ray);
|
|
v3Ray /= fFar;
|
|
|
|
// Calculate the ray's starting position, then calculate its scattering offset
|
|
float3 v3Start = uCameraPos; // Creo k ai k ajustar la posicion y del pixel
|
|
float fDepth = exp((uInnerRadius - uCameraPos.y) / uScaleDepth);
|
|
float fCameraAngle = dot(v3Ray, uCameraPos) / length(v3Pos);
|
|
float fLightAngle = dot(normalize(uLightDir), v3Pos) / length(v3Pos);
|
|
float fCameraScale = scale(fCameraAngle, uScaleDepth);
|
|
float fLightScale = scale(fLightAngle, uScaleDepth);
|
|
float fCameraOffset = fDepth*fCameraScale;
|
|
float fTemp = (fLightScale + fCameraScale);
|
|
|
|
// 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 fScatter = fDepth*fTemp - fCameraOffset;
|
|
float3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO
|
|
|
|
color += v3Attenuate * (fDepth * fScaledLength);
|
|
v3SamplePoint += v3SampleRay;
|
|
}
|
|
|
|
// Outputs
|
|
oRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter
|
|
oDirection = uCameraPos - v3Pos;
|
|
}
|
|
|
|
void main_fp(
|
|
// IN
|
|
float3 iRayleighColor : TEXCOORD0,
|
|
float3 iDirection : TEXCOORD1,
|
|
// OUT
|
|
out float4 oColor : COLOR,
|
|
// UNIFORM
|
|
uniform float3 uLightDir
|
|
#ifdef LDR
|
|
,uniform float uExposure
|
|
#endif // LDR
|
|
)
|
|
{
|
|
float cos = dot(uLightDir, iDirection) / length(iDirection);
|
|
float cos2 = cos*cos;
|
|
|
|
float rayleighPhase = 0.75 * (1.0 + 0.5*cos2);
|
|
|
|
oColor = float4(rayleighPhase*iRayleighColor,1);
|
|
|
|
#ifdef LDR
|
|
oColor.xyz = 1 - exp(-uExposure * oColor);
|
|
#endif // LDR
|
|
} |