pxmlw6n2f/Gazebo_Distributed_TCP/media/skyx/SkyX_Moon.hlsl

106 lines
3.4 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 moon material ------------------------
// ---------------------------- HLSL -------------------------------
void main_vp(
// IN
float4 iPosition : POSITION,
float2 iUV : TEXCOORD0,
// OUT
out float4 oPosition : POSITION,
out float4 oUVYLength : TEXCOORD0,
// UNIFORM
uniform float4x4 uWorldViewProj,
uniform float4x4 uWorld,
uniform float3 uSkydomeCenter)
{
// Clip space position
oPosition = mul(uWorldViewProj, iPosition);
// World position
float3 ObjectSpacePosition = mul(uWorld, iPosition) - uSkydomeCenter;
// UV
oUVYLength.xy = iUV;
// Z
oUVYLength.z = ObjectSpacePosition.z;
// Length
oUVYLength.w = length(ObjectSpacePosition);
}
void main_fp(
// IN
float4 iUVYLength : TEXCOORD0,
// OUT
out float4 oColor : COLOR,
// UNIFORM
uniform float3 uMoonPhase,
uniform float3 uMoonHalo1,
uniform float3 uMoonHalo2,
uniform float uMoonHaloFlip,
uniform sampler2D uMoon : register(s0),
uniform sampler2D uMoonHalo : register(s1))
{
// Output color
oColor = tex2D(uMoon, iUVYLength.xy);
// Moon phase + halo
float radius = abs(uMoonPhase.x);
float2 center = float2(uMoonPhase.y, 0.5);
float dist = length(iUVYLength.xy - center);
float att = saturate((radius-dist+0.015)*40);
if (uMoonHaloFlip > 0.5)
{
iUVYLength.x = 1-iUVYLength.x;
}
float2 haloUV = float2(iUVYLength.x/4, iUVYLength.y/2);
float2 halo1UV = float2(uMoonHalo1.x + haloUV.x, uMoonHalo1.y + haloUV.y);
float2 halo2UV = float2(uMoonHalo2.x + haloUV.x, uMoonHalo2.y + haloUV.y);
float haloIntensity = tex2D(uMoonHalo, halo1UV).w*uMoonHalo1.z + tex2D(uMoonHalo, halo2UV).w*uMoonHalo2.z;
haloIntensity = pow(haloIntensity, uMoonPhase.z);
if (uMoonPhase.x > 0)
{
oColor.rgb *= 0.16 + (1-0.16)*(1-att);
oColor.rgb += saturate(haloIntensity-oColor.r)*(1-(1-att)*oColor.a);
}
else
{
oColor.rgb *= 0.16 + (1-0.16)*att;
oColor.rgb += saturate(haloIntensity-oColor.r)*(1-att*oColor.a);
}
oColor.rgb += (1-oColor.a)*1.4*(1-pow(oColor.a,2*haloIntensity)); // Anti-alias at moon edges hack
oColor.rgb = saturate(oColor.rgb);
oColor.a = max(oColor.a, haloIntensity);
// Transparency at horizon
oColor.w *= saturate((iUVYLength.z/iUVYLength.w)*10);
}