pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Ground.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
}