mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 14:43:47 +00:00
147 lines
5.9 KiB
GLSL
147 lines
5.9 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 "hlslCompat.glsl"
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#include "torque.glsl"
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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//ConnectData
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in vec4 texCoord12;
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#define IN_texCoord12 texCoord12
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in vec4 texCoord34;
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#define IN_texCoord34 texCoord34
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in vec3 vLightTS; // light vector in tangent space, denormalized
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#define IN_vLightTS vLightTS
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in vec3 vViewTS; // view vector in tangent space, denormalized
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#define IN_vViewTS vViewTS
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in float worldDist;
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#define IN_worldDist worldDist
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//-----------------------------------------------------------------------------
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// Uniforms
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//-----------------------------------------------------------------------------
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uniform sampler2D normalHeightMap;
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uniform vec3 ambientColor;
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uniform vec3 sunColor;
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uniform float cloudCoverage;
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uniform vec3 cloudBaseColor;
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uniform float cloudExposure;
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out vec4 OUT_col;
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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// The per-color weighting to be used for luminance calculations in RGB order.
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const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f);
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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// Calculates the Rayleigh phase function
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float getRayleighPhase( float angle )
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{
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return 0.75 * ( 1.0 + pow( angle, 2.0 ) );
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}
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// Returns the output rgb color given a texCoord and parameters it uses
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// for lighting calculation.
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vec3 ComputeIllumination( vec2 texCoord,
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vec3 vLightTS,
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vec3 vViewTS,
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vec3 vNormalTS )
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{
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//return noiseNormal;
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//return vNormalTS;
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vec3 vLightTSAdj = vec3( -vLightTS.x, -vLightTS.y, vLightTS.z );
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float dp = dot( vNormalTS, vLightTSAdj );
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// Calculate the amount of illumination (lightTerm)...
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// We do both a rim lighting effect and a halfLambertian lighting effect
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// and combine the result.
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float halfLambertTerm = clamp( pow( dp * 0.5 + 0.5, 1.0 ), 0.0, 1.0 );
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float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
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float lightTerm = clamp( halfLambertTerm * 1.0 + rimLightTerm * dp, 0.0, 1.0 );
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lightTerm *= 0.5;
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// Use a simple RayleighPhase function to simulate single scattering towards
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// the camera.
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float angle = dot( vLightTS, vViewTS );
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lightTerm *= getRayleighPhase( angle );
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// Combine terms and colors into the output color.
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//vec3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
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vec3 lightColor = mix( ambientColor, sunColor, lightTerm );
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//lightColor = mix( lightColor, ambientColor, cloudCoverage );
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vec3 finalColor = cloudBaseColor * lightColor;
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return finalColor;
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}
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void main()
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{
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// Normalize the interpolated vectors:
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vec3 vViewTS = normalize( vViewTS );
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vec3 vLightTS = normalize( vLightTS );
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vec4 cResultColor = vec4( 0, 0, 0, 1 );
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vec2 texSample = IN_texCoord12.xy;
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vec4 noise1 = texture( normalHeightMap, IN_texCoord12.zw );
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noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
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//return noise1;
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vec4 noise2 = texture( normalHeightMap, IN_texCoord34.xy );
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noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
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//return noise2;
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vec3 noiseNormal = normalize( noise1 + noise2 ).xyz;
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//return vec4( noiseNormal, 1.0 );
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float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
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vec3 vNormalTS = normalize( texture( normalHeightMap, texSample ).xyz * 2.0 - 1.0 );
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vNormalTS += noiseNormal;
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vNormalTS = normalize( vNormalTS );
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// Compute resulting color for the pixel:
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cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
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float coverage = ( cloudCoverage - 0.5 ) * 2.0;
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cResultColor.a = texture( normalHeightMap, texSample ).a + coverage + noiseHeight;
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if ( cloudCoverage > -1.0 )
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cResultColor.a /= 1.0 + coverage;
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cResultColor.a = clamp( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ), 0.0, 1.0 );
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cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
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OUT_col = hdrEncode(cResultColor);
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}
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