Torque3D/Templates/Empty/game/shaders/common/gl/scatterSkyP.glsl
2016-09-28 11:09:48 +10:00

73 lines
2.5 KiB
GLSL

//-----------------------------------------------------------------------------
// 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 "torque.glsl"
#include "hlslCompat.glsl"
// Conn
in vec4 rayleighColor;
#define IN_rayleighColor rayleighColor
in vec4 mieColor;
#define IN_mieColor mieColor
in vec3 v3Direction;
#define IN_v3Direction v3Direction
in vec3 pos;
#define IN_pos pos
uniform samplerCube nightSky ;
uniform vec4 nightColor;
uniform vec2 nightInterpAndExposure;
uniform float useCubemap;
uniform vec3 lightDir;
uniform vec3 sunDir;
out vec4 OUT_col;
void main()
{
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);
vec4 color = IN_rayleighColor + fMiePhase * IN_mieColor;
color.a = color.b;
vec4 nightSkyColor = texture(nightSky, -v3Direction);
nightSkyColor = mix(nightColor, nightSkyColor, useCubemap);
float fac = dot( normalize( pos ), sunDir );
fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
OUT_col.a = 1;
OUT_col = clamp(OUT_col, 0.0, 1.0);
OUT_col = hdrEncode( OUT_col );
}