/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2011 Xavier Verguín González This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. -------------------------------------------------------------------------------- */ // ------------------------- SkyX volumetric clouds ----------------------------- void main_vp( // IN float4 iPosition : POSITION, float3 i3DCoord : TEXCOORD0, float2 iNoiseUV : TEXCOORD1, float iOpacity : TEXCOORD2, // OUT out float4 oPosition : POSITION, out float3 o3DCoord : TEXCOORD0, out float2 oNoiseUV : TEXCOORD1, out float oOpacity : TEXCOORD2, out float3 oEyePixel : TEXCOORD3, out float oDistance : TEXCOORD4, // UNIFORM uniform float4x4 uWorldViewProj, uniform float3 uCameraPosition, uniform float uRadius) { // Clip space position oPosition = mul(uWorldViewProj, iPosition); // 3D coords o3DCoord = i3DCoord; // Noise coords oNoiseUV = iNoiseUV; // Opacity oOpacity = iOpacity; // Eye to pixel vector oEyePixel = normalize(iPosition.xyz - uCameraPosition); // Distance in [0,1] range oDistance = length(float2(iPosition.x, iPosition.z)) / uRadius; } void main_fp( // IN float3 i3DCoord : TEXCOORD0, float2 iNoiseUV : TEXCOORD1, float iOpacity : TEXCOORD2, float3 iEyePixel : TEXCOORD3, float iDistance : TEXCOORD4, // OUT out float4 oColor : COLOR, // UNIFORM uniform float uInterpolation, uniform float3 uSunDirection, uniform float3 uAmbientColor, uniform float3 uSunColor, uniform float4 uLightResponse, uniform float4 uAmbientFactors, uniform sampler3D uDensity0 : register(s0), uniform sampler3D uDensity1 : register(s1), uniform sampler2D uNoise : register(s2)) { // x - Sun light power // y - Sun beta multiplier // z - Ambient color multiplier // w - Distance attenuation // uLightResponse = float4(0.25,0.2,1,0.1); // Ambient light factors // x - constant, y - linear, z - cuadratic, w - cubic // float4 uAmbientFactors = float4(0.4,1,1,1); float3 Noise = tex2D(uNoise, iNoiseUV*5); float3 Final3DCoord = i3DCoord+0.002575*(Noise-0.5f)*2; Final3DCoord.z = saturate(Final3DCoord.z); float3 Density0 = tex3D(uDensity0, Final3DCoord); float3 Density1 = tex3D(uDensity1, Final3DCoord); float3 Density = Density0*(1-uInterpolation) + Density1*uInterpolation; float3 finalcolor = float3(0,0,0); float Opacity = 0; if (Density.x > 0) { float cos0 = saturate(dot(uSunDirection,iEyePixel)); float c2=cos0*cos0; float Beta = c2*uLightResponse.y*(0.5f+2.5f*saturate(1-2*uSunDirection.y)*Density.y); float sunaccumulation = max(0.2, saturate(Beta+Density.y*uLightResponse.x+pow(iDistance,1.5)*uLightResponse.w)); float ambientaccumulation = saturate(uAmbientFactors.x + uAmbientFactors.y*i3DCoord.z + uAmbientFactors.z*pow(i3DCoord.z,2) + uAmbientFactors.w*pow(i3DCoord.z,3))*uLightResponse.z; finalcolor = uAmbientColor*ambientaccumulation + uSunColor*sunaccumulation; Opacity = (1 - exp(-Density.x*(7.5-6.5*i3DCoord.z)))*iOpacity; } oColor = float4(finalcolor, Opacity); //oColor.xyz*=0.0001; // oColor.a = saturate(oColor.a+1)*iOpacity; // oColor.xyz+=Noise; //oColor.rgb*=0.0001;oColor.r = dot(uLightDirection,iEyePixel); }