106 lines
3.4 KiB
HLSL
106 lines
3.4 KiB
HLSL
/*
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--------------------------------------------------------------------------------
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This source file is part of SkyX.
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Visit http://www.paradise-studios.net/products/skyx/
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Copyright (C) 2009-2012 Xavier Verguín González <xavyiy@gmail.com>
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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http://www.gnu.org/copyleft/lesser.txt.
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--------------------------------------------------------------------------------
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*/
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// --------------------- SkyX moon material ------------------------
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// ---------------------------- HLSL -------------------------------
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void main_vp(
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// IN
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float4 iPosition : POSITION,
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float2 iUV : TEXCOORD0,
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// OUT
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out float4 oPosition : POSITION,
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out float4 oUVYLength : TEXCOORD0,
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// UNIFORM
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uniform float4x4 uWorldViewProj,
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uniform float4x4 uWorld,
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uniform float3 uSkydomeCenter)
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{
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// Clip space position
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oPosition = mul(uWorldViewProj, iPosition);
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// World position
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float3 ObjectSpacePosition = mul(uWorld, iPosition) - uSkydomeCenter;
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// UV
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oUVYLength.xy = iUV;
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// Z
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oUVYLength.z = ObjectSpacePosition.z;
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// Length
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oUVYLength.w = length(ObjectSpacePosition);
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}
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void main_fp(
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// IN
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float4 iUVYLength : TEXCOORD0,
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// OUT
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out float4 oColor : COLOR,
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// UNIFORM
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uniform float3 uMoonPhase,
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uniform float3 uMoonHalo1,
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uniform float3 uMoonHalo2,
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uniform float uMoonHaloFlip,
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uniform sampler2D uMoon : register(s0),
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uniform sampler2D uMoonHalo : register(s1))
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{
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// Output color
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oColor = tex2D(uMoon, iUVYLength.xy);
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// Moon phase + halo
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float radius = abs(uMoonPhase.x);
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float2 center = float2(uMoonPhase.y, 0.5);
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float dist = length(iUVYLength.xy - center);
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float att = saturate((radius-dist+0.015)*40);
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if (uMoonHaloFlip > 0.5)
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{
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iUVYLength.x = 1-iUVYLength.x;
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}
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float2 haloUV = float2(iUVYLength.x/4, iUVYLength.y/2);
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float2 halo1UV = float2(uMoonHalo1.x + haloUV.x, uMoonHalo1.y + haloUV.y);
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float2 halo2UV = float2(uMoonHalo2.x + haloUV.x, uMoonHalo2.y + haloUV.y);
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float haloIntensity = tex2D(uMoonHalo, halo1UV).w*uMoonHalo1.z + tex2D(uMoonHalo, halo2UV).w*uMoonHalo2.z;
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haloIntensity = pow(haloIntensity, uMoonPhase.z);
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if (uMoonPhase.x > 0)
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{
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oColor.rgb *= 0.16 + (1-0.16)*(1-att);
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oColor.rgb += saturate(haloIntensity-oColor.r)*(1-(1-att)*oColor.a);
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}
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else
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{
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oColor.rgb *= 0.16 + (1-0.16)*att;
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oColor.rgb += saturate(haloIntensity-oColor.r)*(1-att*oColor.a);
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}
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oColor.rgb += (1-oColor.a)*1.4*(1-pow(oColor.a,2*haloIntensity)); // Anti-alias at moon edges hack
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oColor.rgb = saturate(oColor.rgb);
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oColor.a = max(oColor.a, haloIntensity);
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// Transparency at horizon
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oColor.w *= saturate((iUVYLength.z/iUVYLength.w)*10);
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} |