pxmlw6n2f/Gazebo_Distributed_MPI/media/skyx/SkyX_Skydome.hlsl

176 lines
6.3 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 skydome 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,
float3 iNPosition : TEXCOORD0,
float2 iUV : TEXCOORD1,
float iOpacity : TEXCOORD2,
// OUT
out float4 oPosition : POSITION,
out float2 oUV : TEXCOORD0,
out float3 oRayleighColor : TEXCOORD1,
out float3 oMieColor : TEXCOORD2,
out float3 oDirection : TEXCOORD3,
out float oOpacity : TEXCOORD4,
out float oHeight : TEXCOORD5,
// UNIFORM
uniform float4x4 uWorldViewProj,
// Global information
uniform float3 uLightDir,
// Position information
uniform float3 uCameraPos,
uniform float3 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)
{
// Clip space position
oPosition = mul(uWorldViewProj, iPosition);
float3 v3Pos = iNPosition;
v3Pos.y += uInnerRadius;
float3 v3Ray = v3Pos - uCameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position, then calculate its scattering offset
float3 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;
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 fLightAngle = dot(uLightDir, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth*(scale(fLightAngle, uScaleDepth) - scale(fCameraAngle, uScaleDepth)));
float3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO
// Accumulate color
v3Attenuate *= (fDepth * fScaledLength);
color += v3Attenuate;
// Next sample point
v3SamplePoint += v3SampleRay;
}
// Outputs
oRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter
oMieColor = color * uKmESun; // TODO <--- *uInvMieWaveLength
oDirection = uCameraPos - v3Pos;
oUV = iUV;
oOpacity = iOpacity;
oHeight = 1-iNPosition.y;
}
void main_fp(
// IN
float2 iUV : TEXCOORD0,
float3 iRayleighColor : TEXCOORD1,
float3 iMieColor : TEXCOORD2,
float3 iDirection : TEXCOORD3,
float iOpacity : TEXCOORD4,
float iHeight : TEXCOORD5,
// OUT
out float4 oColor : COLOR,
// UNIFORM
#ifdef STARFIELD
uniform float uTime,
#endif // STARFIELD
uniform float3 uLightDir,
// Phase function
uniform float uG,
uniform float uG2,
uniform float uExposure
#ifdef STARFIELD
,
uniform sampler2D uStarfield : register(s0)
#endif // STARFIELD
)
{
float cos = dot(uLightDir, iDirection) / length(iDirection);
float cos2 = cos*cos;
float rayleighPhase = 0.75 * (1.0 + 0.5*cos2);
float miePhase = 1.5f * ((1.0f - uG2) / (2.0f + uG2)) * // <<< TODO
(1.0f + cos2) / pow(1.0f + uG2 - 2.0f * uG * cos, 1.5f);
#ifdef LDR
oColor = float4((1 - exp(-uExposure * (rayleighPhase * iRayleighColor + miePhase * iMieColor))), iOpacity);
#else // HDR
oColor = float4(uExposure * (rayleighPhase * iRayleighColor + miePhase * iMieColor), iOpacity);
#endif // LDR
// For night rendering
float nightmult = saturate(1 - max(oColor.x, max(oColor.y, oColor.z))*10);
#ifdef STARFIELD
#ifdef LDR
oColor.xyz += nightmult *(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3) + tex2D(uStarfield, iUV+uTime)*(0.35f + saturate(-uLightDir.y*0.45f)));
#else // HDR (Linear pipeline -> Gamma correction)
oColor.xyz += nightmult *(pow(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3),2.2) + tex2D(uStarfield, iUV+uTime)*(0.35f + saturate(-uLightDir.y*0.45f)));
#endif // LDR
#else // NO STARFIELD
#ifdef LDR
oColor.xyz += nightmult *(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3));
#else // HDR (Linear pipeline -> Gamma correction)
oColor.xyz += nightmult * pow(float3(0.05, 0.05, 0.1)*(2-0.75*saturate(-uLightDir.y))*pow(iHeight,3), 2.2);
#endif // LDR
#endif // STARFIELD
}