//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "shaderModel.hlsl" #include "torque.hlsl" struct Conn { float4 hpos : TORQUE_POSITION; float4 rayleighColor : TEXCOORD0; float4 mieColor : TEXCOORD1; float3 v3Direction : TEXCOORD2; float3 pos : TEXCOORD3; }; TORQUE_UNIFORM_SAMPLERCUBE(nightSky, 0); uniform float4 nightColor; uniform float2 nightInterpAndExposure; uniform float useCubemap; uniform float3 lightDir; uniform float3 sunDir; float4 main( Conn In ) : TORQUE_TARGET0 { float fCos = dot( lightDir, In.v3Direction ) / length(In.v3Direction); float fCos2 = fCos*fCos; float g = -0.991; float g2 = -0.991 * -0.991; float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5); float4 color = In.rayleighColor + fMiePhase * In.mieColor; color.a = color.b; float4 Out; float4 nightSkyColor = TORQUE_TEXCUBE(nightSky, -In.v3Direction); nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap ); float fac = dot( normalize( In.pos ), sunDir ); fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) ); Out = lerp( color, nightSkyColor, nightInterpAndExposure.y ); Out.a = 1; Out = saturate(Out); return hdrEncode( Out ); }