103 lines
3.9 KiB
Plaintext
103 lines
3.9 KiB
Plaintext
/*
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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 volumetric clouds + lightning -----------------------
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// ----------------------------- GLSL Fragment ----------------------------------
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// IN
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varying vec3 v3DCoord;
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varying vec2 vNoiseUV;
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varying float vOpacity;
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varying vec3 vEyePixel;
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varying float vDistance;
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varying vec4 vPositionAtt;
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// OUT
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// UNIFORM
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uniform float uInterpolation;
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uniform vec3 uSunDirection;
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uniform vec3 uAmbientColor;
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uniform vec3 uSunColor;
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uniform vec4 uLightResponse;
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uniform vec4 uAmbientFactors;
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uniform vec4 uLightning0;
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uniform vec4 uLightning1;
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uniform vec4 uLightning2;
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uniform vec3 uLightningColor;
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uniform sampler3D uDensity0;
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uniform sampler3D uDensity1;
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uniform sampler2D uNoise;
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void main(void)
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{
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// x - Sun light power
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// y - Sun beta multiplier
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// z - Ambient color multiplier
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// w - Distance attenuation
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// uLightResponse = float4(0.25,0.2,1,0.1);
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// Ambient light factors
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// x - constant, y - linear, z - cuadratic, w - cubic
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// float4 uAmbientFactors = float4(0.4,1,1,1);
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vec3 Noise = texture2D(uNoise, vNoiseUV*5.0).xyz;
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vec3 Final3DCoord = v3DCoord+0.002575*(Noise-0.5)*2.0;
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Final3DCoord.z = clamp(Final3DCoord.z, 0.0, 1.0);
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vec3 Density0 = texture3D(uDensity0, Final3DCoord).xyz;
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vec3 Density1 = texture3D(uDensity1, Final3DCoord).xyz;
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vec3 Density = Density0*(1.0-uInterpolation) + Density1*uInterpolation;
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vec3 finalcolor = vec3(0,0,0);
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float Opacity = 0.0;
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if (Density.x > 0.0)
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{
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float cos0 = clamp(dot(uSunDirection,vEyePixel), 0.0, 1.0);
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float c2=cos0*cos0;
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float Beta = c2*uLightResponse.y*(0.5+2.5*clamp(1.0-2.0*uSunDirection.y, 0.0, 1.0)*Density.y);
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float sunaccumulation = max(0.2, clamp(Beta+Density.y*uLightResponse.x+pow(vDistance,1.5)*uLightResponse.w, 0.0, 1.0));
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float ambientaccumulation =
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clamp(uAmbientFactors.x + uAmbientFactors.y*v3DCoord.z + uAmbientFactors.z*pow(v3DCoord.z,2.0) + uAmbientFactors.w*pow(v3DCoord.z,3.0), 0.0, 1.0)*uLightResponse.z;
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finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation;
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Opacity = (1.0 - exp(-Density.x*(7.5-6.5*v3DCoord.z)))*vOpacity;
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vec3 lightningColor = uLightningColor*2.0*(1.0-clamp(finalcolor,0.0,1.0));
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// Lightning 0
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finalcolor += lightningColor * uLightning0.w / (0.85 + vPositionAtt.w*length(uLightning0.xyz - vPositionAtt.xyz));
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// Lightning 1
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finalcolor += lightningColor * uLightning1.w / (0.85 + vPositionAtt.w*length(uLightning1.xyz - vPositionAtt.xyz));
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// Lightning 2
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finalcolor += lightningColor * uLightning2.w / (0.85 + vPositionAtt.w*length(uLightning2.xyz - vPositionAtt.xyz));
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}
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gl_FragColor = vec4(finalcolor, Opacity);
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//oColor.xyz*=0.0001;
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// oColor.a = saturate(oColor.a+1)*iOpacity;
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// oColor.xyz+=Noise;
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//oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel);
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} |