Torque3D/Templates/Full/game/shaders/common/scatterSkyV.hlsl
2016-03-20 21:50:21 +10:00

157 lines
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5.3 KiB
HLSL

//-----------------------------------------------------------------------------
// 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"
// The scale equation calculated by Vernier's Graphical Analysis
float vernierScale(float fCos)
{
float x = 1.0 - fCos;
float x5 = x * 5.25;
float x5p6 = (-6.80 + x5);
float xnew = (3.83 + x * x5p6);
float xfinal = (0.459 + x * xnew);
float xfinal2 = -0.00287 + x * xfinal;
float outx = exp( xfinal2 );
return 0.25 * outx;
}
// This is the shader input vertex structure.
struct Vert
{
// .xyz = point
float3 position : POSITION;
};
// This is the shader output data.
struct Conn
{
float4 position : TORQUE_POSITION;
float4 rayleighColor : TEXCOORD0;
float4 mieColor : TEXCOORD1;
float3 v3Direction : TEXCOORD2;
float3 pos : TEXCOORD3;
};
float3 desaturate(const float3 color, const float desaturation)
{
const float3 gray_conv = float3 (0.30, 0.59, 0.11);
return lerp(color, dot(gray_conv , color), desaturation);
}
uniform float4x4 modelView;
uniform float4 misc;
uniform float4 sphereRadii;
uniform float4 scatteringCoeffs;
uniform float4 colorize;
uniform float3 camPos;
uniform float3 lightDir;
uniform float4 invWaveLength;
Conn main( Vert In )
{
// Pull some variables out:
float camHeight = misc.x;
float camHeightSqr = misc.y;
float scale = misc.z;
float scaleOverScaleDepth = misc.w;
float outerRadius = sphereRadii.x;
float outerRadiusSqr = sphereRadii.y;
float innerRadius = sphereRadii.z;
float innerRadiusSqr = sphereRadii.w;
float rayleighBrightness = scatteringCoeffs.x; // Kr * ESun
float rayleigh4PI = scatteringCoeffs.y; // Kr * 4 * PI
float mieBrightness = scatteringCoeffs.z; // Km * ESun
float mie4PI = scatteringCoeffs.w; // Km * 4 * PI
// Get the ray from the camera to the vertex,
// and its length (which is the far point of the ray
// passing through the atmosphere).
float4 v3Pos = float4(In.position,1.0) / 6378000.0; // outerRadius;
float3 newCamPos = float3( 0, 0, camHeight );
v3Pos.z += innerRadius;
float3 v3Ray = v3Pos.xyz - newCamPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position,
// then calculate its scattering offset.
float3 v3Start = newCamPos;
float fHeight = length(v3Start);
float fDepth = exp(scaleOverScaleDepth * (innerRadius - camHeight));
float fStartAngle = dot(v3Ray, v3Start) / fHeight;
float fStartOffset = fDepth * vernierScale( fStartAngle );
// Initialize the scattering loop variables.
float fSampleLength = fFar / 2;
float fScaledLength = fSampleLength * scale;
float3 v3SampleRay = v3Ray * fSampleLength;
float3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
float3 v3FrontColor = float3(0.0, 0.0, 0.0);
for(int i=0; i<2; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(scaleOverScaleDepth * (innerRadius - fHeight));
float fLightAngle = dot(lightDir, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float vscale3 = vernierScale( fCameraAngle );
float vscale2 = vernierScale( fLightAngle );
float fScatter = (fStartOffset + fDepth*(vscale2 - vscale3));
float3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
Conn Out;
// Finally, scale the Mie and Rayleigh colors
// and set up the varying variables for the pixel shader.
Out.position = mul( modelView, float4(In.position,1.0) );
Out.mieColor.rgb = v3FrontColor * mieBrightness;
Out.mieColor.a = 1.0f;
Out.rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness);
Out.rayleighColor.a = 1.0f;
Out.v3Direction = newCamPos - v3Pos.xyz;
Out.pos = In.position;
#ifdef USE_COLORIZE
Out.rayleighColor.rgb = desaturate(Out.rayleighColor.rgb, 1) * colorize.a;
Out.rayleighColor.r *= colorize.r;
Out.rayleighColor.g *= colorize.g;
Out.rayleighColor.b *= colorize.b;
#endif
return Out;
}