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

155 lines
5.2 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 "hlslCompat.glsl"
// 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;
}
in vec4 vPosition;
// This is the shader input vertex structure.
#define IN_position vPosition
// This is the shader output data.
out vec4 rayleighColor;
#define OUT_rayleighColor rayleighColor
out vec4 mieColor;
#define OUT_mieColor mieColor
out vec3 v3Direction;
#define OUT_v3Direction v3Direction
out vec3 pos;
#define OUT_pos pos
uniform mat4 modelView;
uniform vec4 misc;
uniform vec4 sphereRadii;
uniform vec4 scatteringCoeffs;
uniform vec3 camPos;
uniform vec3 lightDir;
uniform vec4 invWaveLength;
uniform vec4 colorize;
vec3 desaturate(const vec3 color, const float desaturation)
{
const vec3 gray_conv = vec3 (0.30, 0.59, 0.11);
return mix(color, vec3(dot(gray_conv , color)), desaturation);
}
void main()
{
// 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).
vec3 v3Pos = vec3(IN_position / 6378000.0);// / outerRadius;
vec3 newCamPos = vec3( 0, 0, camHeight );
v3Pos.z += innerRadius;
vec3 v3Ray = v3Pos.xyz - newCamPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the ray's starting position,
// then calculate its scattering offset.
vec3 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 / 2.0;
float fScaledLength = fSampleLength * scale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(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));
vec3 v3Attenuate = exp(-fScatter * (invWaveLength.xyz * rayleigh4PI + mie4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors
// and set up the varying variables for the pixel shader.
gl_Position = modelView * IN_position;
OUT_mieColor.rgb = v3FrontColor * mieBrightness;
OUT_mieColor.a = 1.0;
OUT_rayleighColor.rgb = v3FrontColor * (invWaveLength.xyz * rayleighBrightness);
OUT_rayleighColor.a = 1.0;
OUT_v3Direction = newCamPos - v3Pos.xyz;
OUT_pos = IN_position.xyz;
#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
correctSSP(gl_Position);
}