140 lines
5.0 KiB
HLSL
140 lines
5.0 KiB
HLSL
|
/*
|
|||
|
--------------------------------------------------------------------------------
|
|||
|
This source file is part of SkyX.
|
|||
|
Visit http://www.paradise-studios.net/products/skyx/
|
|||
|
|
|||
|
Copyright (C) 2009-2012 Xavier Vergu<EFBFBD>n Gonz<EFBFBD>lez <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 volumetric clouds + lightning -----------------------
|
|||
|
|
|||
|
void main_vp(
|
|||
|
// IN
|
|||
|
float4 iPosition : POSITION,
|
|||
|
float3 i3DCoord : TEXCOORD0,
|
|||
|
float2 iNoiseUV : TEXCOORD1,
|
|||
|
float iOpacity : TEXCOORD2,
|
|||
|
// OUT
|
|||
|
out float4 oPosition : POSITION,
|
|||
|
out float3 o3DCoord : TEXCOORD0,
|
|||
|
out float2 oNoiseUV : TEXCOORD1,
|
|||
|
out float oOpacity : TEXCOORD2,
|
|||
|
out float3 oEyePixel : TEXCOORD3,
|
|||
|
out float oDistance : TEXCOORD4,
|
|||
|
out float4 oPositionAtt : TEXCOORD5,
|
|||
|
// UNIFORM
|
|||
|
uniform float4x4 uWorldViewProj,
|
|||
|
uniform float3 uCameraPosition,
|
|||
|
uniform float uRadius)
|
|||
|
{
|
|||
|
// Clip space position
|
|||
|
oPosition = mul(uWorldViewProj, iPosition);
|
|||
|
|
|||
|
// 3D coords
|
|||
|
o3DCoord = i3DCoord;
|
|||
|
// Noise coords
|
|||
|
oNoiseUV = iNoiseUV;
|
|||
|
// Opacity
|
|||
|
oOpacity = iOpacity;
|
|||
|
// Eye to pixel vector
|
|||
|
oEyePixel = normalize(iPosition.xyz - uCameraPosition);
|
|||
|
|
|||
|
// Distance in [0,1] range
|
|||
|
oDistance = length(float2(iPosition.x, iPosition.z)) / uRadius;
|
|||
|
|
|||
|
oPositionAtt.xyz = iPosition.xyz;
|
|||
|
oPositionAtt.w = 225.0/uRadius;
|
|||
|
}
|
|||
|
|
|||
|
void main_fp(
|
|||
|
// IN
|
|||
|
float3 i3DCoord : TEXCOORD0,
|
|||
|
float2 iNoiseUV : TEXCOORD1,
|
|||
|
float iOpacity : TEXCOORD2,
|
|||
|
float3 iEyePixel : TEXCOORD3,
|
|||
|
float iDistance : TEXCOORD4,
|
|||
|
float4 iPositionAtt : TEXCOORD5,
|
|||
|
// OUT
|
|||
|
out float4 oColor : COLOR,
|
|||
|
// UNIFORM
|
|||
|
uniform float uInterpolation,
|
|||
|
uniform float3 uSunDirection,
|
|||
|
uniform float3 uAmbientColor,
|
|||
|
uniform float3 uSunColor,
|
|||
|
uniform float4 uLightResponse,
|
|||
|
uniform float4 uAmbientFactors,
|
|||
|
uniform float4 uLightning0,
|
|||
|
uniform float4 uLightning1,
|
|||
|
uniform float4 uLightning2,
|
|||
|
uniform float3 uLightningColor,
|
|||
|
uniform sampler3D uDensity0 : register(s0),
|
|||
|
uniform sampler3D uDensity1 : register(s1),
|
|||
|
uniform sampler2D uNoise : register(s2))
|
|||
|
{
|
|||
|
// x - Sun light power
|
|||
|
// y - Sun beta multiplier
|
|||
|
// z - Ambient color multiplier
|
|||
|
// w - Distance attenuation
|
|||
|
// uLightResponse = float4(0.25,0.2,1,0.1);
|
|||
|
|
|||
|
// Ambient light factors
|
|||
|
// x - constant, y - linear, z - cuadratic, w - cubic
|
|||
|
// float4 uAmbientFactors = float4(0.4,1,1,1);
|
|||
|
|
|||
|
float3 Noise = tex2D(uNoise, iNoiseUV*5);
|
|||
|
float3 Final3DCoord = i3DCoord+0.002575*(Noise-0.5f)*2;
|
|||
|
Final3DCoord.z = saturate(Final3DCoord.z);
|
|||
|
|
|||
|
float3 Density0 = tex3D(uDensity0, Final3DCoord);
|
|||
|
float3 Density1 = tex3D(uDensity1, Final3DCoord);
|
|||
|
float3 Density = Density0*(1-uInterpolation) + Density1*uInterpolation;
|
|||
|
|
|||
|
float3 finalcolor = float3(0,0,0);
|
|||
|
float Opacity = 0;
|
|||
|
|
|||
|
if (Density.x > 0)
|
|||
|
{
|
|||
|
float cos0 = saturate(dot(uSunDirection,iEyePixel));
|
|||
|
float c2=cos0*cos0;
|
|||
|
|
|||
|
float Beta = c2*uLightResponse.y*(0.5f+2.5f*saturate(1-2*uSunDirection.y)*Density.y);
|
|||
|
|
|||
|
float sunaccumulation = max(0.2, saturate(Beta+Density.y*uLightResponse.x+pow(iDistance,1.5)*uLightResponse.w));
|
|||
|
float ambientaccumulation =
|
|||
|
saturate(uAmbientFactors.x + uAmbientFactors.y*i3DCoord.z + uAmbientFactors.z*pow(i3DCoord.z,2) + uAmbientFactors.w*pow(i3DCoord.z,3))*uLightResponse.z;
|
|||
|
|
|||
|
finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation;
|
|||
|
Opacity = (1 - exp(-Density.x*(7.5-6.5*i3DCoord.z)))*iOpacity;
|
|||
|
|
|||
|
float3 lightningColor = uLightningColor*2*(1-saturate(finalcolor));
|
|||
|
|
|||
|
// Lightning 0
|
|||
|
finalcolor += lightningColor * uLightning0.w / (0.85 + iPositionAtt.w*length(uLightning0.xyz - iPositionAtt.xyz));
|
|||
|
// Lightning 1
|
|||
|
finalcolor += lightningColor * uLightning1.w / (0.85 + iPositionAtt.w*length(uLightning1.xyz - iPositionAtt.xyz));
|
|||
|
// Lightning 2
|
|||
|
finalcolor += lightningColor * uLightning2.w / (0.85 + iPositionAtt.w*length(uLightning2.xyz - iPositionAtt.xyz));
|
|||
|
}
|
|||
|
|
|||
|
oColor = float4(finalcolor, Opacity);
|
|||
|
|
|||
|
//oColor.xyz*=0.0001;
|
|||
|
// oColor.a = saturate(oColor.a+1)*iOpacity;
|
|||
|
// oColor.xyz+=Noise;
|
|||
|
//oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel);
|
|||
|
}
|