mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
73 lines
2.5 KiB
GLSL
73 lines
2.5 KiB
GLSL
//-----------------------------------------------------------------------------
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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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#include "torque.glsl"
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#include "hlslCompat.glsl"
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// Conn
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in vec4 rayleighColor;
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#define IN_rayleighColor rayleighColor
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in vec4 mieColor;
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#define IN_mieColor mieColor
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in vec3 v3Direction;
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#define IN_v3Direction v3Direction
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in vec3 pos;
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#define IN_pos pos
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uniform samplerCube nightSky ;
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uniform vec4 nightColor;
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uniform vec2 nightInterpAndExposure;
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uniform float useCubemap;
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uniform vec3 lightDir;
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uniform vec3 sunDir;
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out vec4 OUT_col;
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void main()
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{
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float fCos = dot( lightDir, IN_v3Direction ) / length(IN_v3Direction);
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float fCos2 = fCos*fCos;
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float g = -0.991;
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float g2 = -0.991 * -0.991;
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(abs(1.0 + g2 - 2.0*g*fCos), 1.5);
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vec4 color = IN_rayleighColor + fMiePhase * IN_mieColor;
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color.a = color.b;
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vec4 nightSkyColor = texture(nightSky, -v3Direction);
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nightSkyColor = mix(nightColor, nightSkyColor, useCubemap);
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float fac = dot( normalize( pos ), sunDir );
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fac = max( nightInterpAndExposure.y, pow( clamp( fac, 0.0, 1.0 ), 2 ) );
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OUT_col = mix( color, nightSkyColor, nightInterpAndExposure.y );
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OUT_col.a = 1;
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OUT_col = clamp(OUT_col, 0.0, 1.0);
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OUT_col = hdrEncode( OUT_col );
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}
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