mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-17 13:43:48 +00:00
146 lines
6 KiB
HLSL
146 lines
6 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"
|
|
#include "torque.hlsl"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Structures
|
|
//-----------------------------------------------------------------------------
|
|
struct ConnectData
|
|
{
|
|
float4 hpos : TORQUE_POSITION;
|
|
float4 texCoord12 : TEXCOORD0;
|
|
float4 texCoord34 : TEXCOORD1;
|
|
float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
|
|
float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
|
|
float worldDist : TEXCOORD4;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Uniforms
|
|
//-----------------------------------------------------------------------------
|
|
TORQUE_UNIFORM_SAMPLER2D(normalHeightMap, 0);
|
|
uniform float3 ambientColor;
|
|
uniform float3 sunColor;
|
|
uniform float cloudCoverage;
|
|
uniform float3 cloudBaseColor;
|
|
uniform float cloudExposure;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Globals
|
|
//-----------------------------------------------------------------------------
|
|
// The per-color weighting to be used for luminance calculations in RGB order.
|
|
static const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Functions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Calculates the Rayleigh phase function
|
|
float getRayleighPhase( float angle )
|
|
{
|
|
return 0.75 * ( 1.0 + pow( angle, 2 ) );
|
|
}
|
|
|
|
// Returns the output rgb color given a texCoord and parameters it uses
|
|
// for lighting calculation.
|
|
float3 ComputeIllumination( float2 texCoord,
|
|
float3 vLightTS,
|
|
float3 vViewTS,
|
|
float3 vNormalTS )
|
|
{
|
|
//return noiseNormal;
|
|
//return vNormalTS;
|
|
|
|
float3 vLightTSAdj = float3( -vLightTS.x, -vLightTS.y, vLightTS.z );
|
|
|
|
float dp = dot( vNormalTS, vLightTSAdj );
|
|
|
|
// Calculate the amount of illumination (lightTerm)...
|
|
|
|
// We do both a rim lighting effect and a halfLambertian lighting effect
|
|
// and combine the result.
|
|
float halfLambertTerm = saturate( pow( dp * 0.5 + 0.5, 1 ) );
|
|
float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
|
|
float lightTerm = saturate( halfLambertTerm * 1.0 + rimLightTerm * dp );
|
|
lightTerm *= 0.5;
|
|
|
|
// Use a simple RayleighPhase function to simulate single scattering towards
|
|
// the camera.
|
|
float angle = dot( vLightTS, vViewTS );
|
|
lightTerm *= getRayleighPhase( angle );
|
|
|
|
// Combine terms and colors into the output color.
|
|
//float3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
|
|
float3 lightColor = lerp( ambientColor, sunColor, lightTerm );
|
|
//lightColor = lerp( lightColor, ambientColor, cloudCoverage );
|
|
float3 finalColor = cloudBaseColor * lightColor;
|
|
|
|
return finalColor;
|
|
}
|
|
|
|
float4 main( ConnectData IN ) : TORQUE_TARGET0
|
|
{
|
|
// Normalize the interpolated vectors:
|
|
float3 vViewTS = normalize( IN.vViewTS );
|
|
float3 vLightTS = normalize( IN.vLightTS );
|
|
|
|
float4 cResultColor = float4( 0, 0, 0, 1 );
|
|
|
|
float2 texSample = IN.texCoord12.xy;
|
|
|
|
float4 noise1 = TORQUE_TEX2D( normalHeightMap, IN.texCoord12.zw );
|
|
noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
|
|
//return noise1;
|
|
|
|
float4 noise2 = TORQUE_TEX2D(normalHeightMap, IN.texCoord34.xy);
|
|
noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
|
|
//return noise2;
|
|
|
|
float3 noiseNormal = normalize( noise1 + noise2 ).xyz;
|
|
//return float4( noiseNormal, 1.0 );
|
|
|
|
float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
|
|
|
|
float3 vNormalTS = normalize( TORQUE_TEX2D(normalHeightMap, texSample).xyz * 2.0 - 1.0);
|
|
vNormalTS += noiseNormal;
|
|
vNormalTS = normalize( vNormalTS );
|
|
|
|
// Compute resulting color for the pixel:
|
|
cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
|
|
|
|
float coverage = ( cloudCoverage - 0.5 ) * 2.0;
|
|
cResultColor.a = TORQUE_TEX2D(normalHeightMap, texSample).a + coverage + noiseHeight;
|
|
|
|
if ( cloudCoverage > -1.0 )
|
|
cResultColor.a /= 1.0 + coverage;
|
|
|
|
cResultColor.a = saturate( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ) );
|
|
|
|
cResultColor.a = lerp( cResultColor.a, 0.0, 1.0 - pow(IN.worldDist,2.0) );
|
|
|
|
cResultColor.rgb *= cloudExposure;
|
|
|
|
return hdrEncode( cResultColor );
|
|
}
|