pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Skydome.vertex

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/*
--------------------------------------------------------------------------------
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 skydome material ------------------------
// ------------------------- GLSL Vertex ------------------------------
// IN
attribute vec4 vertex; // iPosition
attribute vec3 uv0; // iNPosition
attribute vec2 uv1; // iUV
attribute float uv2; // iOpacity
// OUT
varying vec2 vUV;
varying vec3 vRayleighColor;
varying vec3 vMieColor;
varying vec3 vDirection;
varying float vOpacity;
varying float vHeight;
// UNIFORM
// Global information
uniform vec3 uLightDir;
// Position information
uniform vec3 uCameraPos;
uniform vec3 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;
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(void)
{
// Clip space position
gl_Position = gl_ModelViewProjectionMatrix * vertex;
vec3 v3Pos = uv0;
v3Pos.y += uInnerRadius;
vec3 v3Ray = v3Pos - uCameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
vec3 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;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Loop the ray
vec3 color = vec3(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)));
vec3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO
// Accumulate color
v3Attenuate *= (fDepth * fScaledLength);
color += v3Attenuate;
// Next sample point
v3SamplePoint += v3SampleRay;
}
// Outputs
vRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter
vMieColor = color * uKmESun; // TODO <--- *uInvMieWaveLength
vDirection = uCameraPos - v3Pos;
vUV = uv1;
vOpacity = uv2;
vHeight = 1.0-uv0.y;
}