mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-21 12:25:30 +00:00
67 lines
2.4 KiB
HLSL
67 lines
2.4 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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#include "torque.hlsl"
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struct Conn
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{
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float4 rayleighColor : TEXCOORD0;
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float4 mieColor : TEXCOORD1;
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float3 v3Direction : TEXCOORD2;
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float3 pos : TEXCOORD3;
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};
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uniform samplerCUBE nightSky : register(S0);
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uniform float4 nightColor;
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uniform float2 nightInterpAndExposure;
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uniform float useCubemap;
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uniform float3 lightDir;
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uniform float3 sunDir;
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float4 main( Conn In ) : COLOR0
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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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float4 color = In.rayleighColor + fMiePhase * In.mieColor;
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color.a = color.b;
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float4 Out;
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float4 nightSkyColor = texCUBE( nightSky, -In.v3Direction );
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nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap );
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float fac = dot( normalize( In.pos ), sunDir );
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fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) );
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Out = lerp( color, nightSkyColor, nightInterpAndExposure.y );
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Out.a = 1;
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return hdrEncode( Out );
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}
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