mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
87 lines
3 KiB
HLSL
87 lines
3 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Volumetric Fog final pixel shader V2.00
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#include "../shaderModel.hlsl"
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#include "../shaderModelAutoGen.hlsl"
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#include "../torque.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(prepassTex, 0);
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TORQUE_UNIFORM_SAMPLER2D(depthBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(frontBuffer, 2);
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TORQUE_UNIFORM_SAMPLER2D(density, 3);
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uniform float3 ambientColor;
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uniform float accumTime;
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uniform float4 fogColor;
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uniform float4 modspeed;//xy speed layer 1, zw speed layer 2
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uniform float2 viewpoint;
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uniform float2 texscale;
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uniform float fogDensity;
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uniform float preBias;
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uniform float textured;
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uniform float modstrength;
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uniform float numtiles;
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uniform float fadesize;
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uniform float2 PixelSize;
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struct ConnectData
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{
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float4 hpos : TORQUE_POSITION;
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float4 htpos : TEXCOORD0;
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float2 uv0 : TEXCOORD1;
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};
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float4 main( ConnectData IN ) : TORQUE_TARGET0
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{
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float2 uvscreen=((IN.htpos.xy/IN.htpos.w) + 1.0 ) / 2.0;
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uvscreen.y = 1.0 - uvscreen.y;
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float obj_test = TORQUE_PREPASS_UNCONDITION(prepassTex, uvscreen).w * preBias;
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float depth = TORQUE_TEX2D(depthBuffer, uvscreen).r;
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float front = TORQUE_TEX2D(frontBuffer, uvscreen).r;
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if (depth <= front)
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return float4(0,0,0,0);
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else if ( obj_test < depth )
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depth = obj_test;
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if ( front >= 0.0)
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depth -= front;
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float diff = 1.0;
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float3 col = fogColor.rgb;
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if (textured != 0.0)
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{
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float2 offset = viewpoint + ((-0.5 + (texscale * uvscreen)) * numtiles);
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float2 mod1 = TORQUE_TEX2D(density, (offset + (modspeed.xy*accumTime))).rg;
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float2 mod2 = TORQUE_TEX2D(density, (offset + (modspeed.zw*accumTime))).rg;
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diff = (mod2.r + mod1.r) * modstrength;
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col *= (2.0 - ((mod1.g + mod2.g) * fadesize))/2.0;
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}
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col *= ambientColor;
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float4 resultColor = float4(col, 1.0 - saturate(exp(-fogDensity * depth * diff * fadesize)));
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return hdrEncode(resultColor);
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}
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