pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_VolClouds.hlsl

122 lines
4.2 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 volumetric clouds -----------------------------
void main_vp(
// IN
float4 iPosition : POSITION,
float3 i3DCoord : TEXCOORD0,
float2 iNoiseUV : TEXCOORD1,
float iOpacity : TEXCOORD2,
// OUT
out float4 oPosition : POSITION,
out float3 o3DCoord : TEXCOORD0,
out float2 oNoiseUV : TEXCOORD1,
out float oOpacity : TEXCOORD2,
out float3 oEyePixel : TEXCOORD3,
out float oDistance : TEXCOORD4,
// UNIFORM
uniform float4x4 uWorldViewProj,
uniform float3 uCameraPosition,
uniform float uRadius)
{
// Clip space position
oPosition = mul(uWorldViewProj, iPosition);
// 3D coords
o3DCoord = i3DCoord;
// Noise coords
oNoiseUV = iNoiseUV;
// Opacity
oOpacity = iOpacity;
// Eye to pixel vector
oEyePixel = normalize(iPosition.xyz - uCameraPosition);
// Distance in [0,1] range
oDistance = length(float2(iPosition.x, iPosition.z)) / uRadius;
}
void main_fp(
// IN
float3 i3DCoord : TEXCOORD0,
float2 iNoiseUV : TEXCOORD1,
float iOpacity : TEXCOORD2,
float3 iEyePixel : TEXCOORD3,
float iDistance : TEXCOORD4,
// OUT
out float4 oColor : COLOR,
// UNIFORM
uniform float uInterpolation,
uniform float3 uSunDirection,
uniform float3 uAmbientColor,
uniform float3 uSunColor,
uniform float4 uLightResponse,
uniform float4 uAmbientFactors,
uniform sampler3D uDensity0 : register(s0),
uniform sampler3D uDensity1 : register(s1),
uniform sampler2D uNoise : register(s2))
{
// x - Sun light power
// y - Sun beta multiplier
// z - Ambient color multiplier
// w - Distance attenuation
// uLightResponse = float4(0.25,0.2,1,0.1);
// Ambient light factors
// x - constant, y - linear, z - cuadratic, w - cubic
// float4 uAmbientFactors = float4(0.4,1,1,1);
float3 Noise = tex2D(uNoise, iNoiseUV*5);
float3 Final3DCoord = i3DCoord+0.002575*(Noise-0.5f)*2;
Final3DCoord.z = saturate(Final3DCoord.z);
float3 Density0 = tex3D(uDensity0, Final3DCoord);
float3 Density1 = tex3D(uDensity1, Final3DCoord);
float3 Density = Density0*(1-uInterpolation) + Density1*uInterpolation;
float3 finalcolor = float3(0,0,0);
float Opacity = 0;
if (Density.x > 0)
{
float cos0 = saturate(dot(uSunDirection,iEyePixel));
float c2=cos0*cos0;
float Beta = c2*uLightResponse.y*(0.5f+2.5f*saturate(1-2*uSunDirection.y)*Density.y);
float sunaccumulation = max(0.2, saturate(Beta+Density.y*uLightResponse.x+pow(iDistance,1.5)*uLightResponse.w));
float ambientaccumulation =
saturate(uAmbientFactors.x + uAmbientFactors.y*i3DCoord.z + uAmbientFactors.z*pow(i3DCoord.z,2) + uAmbientFactors.w*pow(i3DCoord.z,3))*uLightResponse.z;
finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation;
Opacity = (1 - exp(-Density.x*(7.5-6.5*i3DCoord.z)))*iOpacity;
}
oColor = float4(finalcolor, Opacity);
//oColor.xyz*=0.0001;
// oColor.a = saturate(oColor.a+1)*iOpacity;
// oColor.xyz+=Noise;
//oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel);
}