/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 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 clouds ----------------------------- void main_vp( // IN float4 iPosition : POSITION, float3 iNPosition : TEXCOORD0, // OUT out float4 oPosition : POSITION, out float3 oPosition_ : TEXCOORD0, // UNIFORM uniform float4x4 uWorldViewProj) { // Clip space position oPosition = mul(uWorldViewProj, iPosition); oPosition_ = iNPosition; } void main_fp( // IN float3 iPosition : TEXCOORD0, // OUT out float4 oColor : COLOR, // UNIFORM #ifdef LDR uniform float uExposure, #endif // LDR // Sun information uniform float3 uSunColor, // Main cloud layer parameters uniform float uHeight, uniform float uTime, uniform float uScale, uniform float2 uWindDirection, // Advanced cloud layer parameters uniform float uCloudLayerHeightVolume, // 0.25 uniform float uCloudLayerVolumetricDisplacement, // 0.01 uniform float3 uAmbientLuminosity, // 0.55 0.55 0.55 uniform float uDetailAttenuation, // 0.45 uniform float uDistanceAttenuation, // 0.05 uniform sampler2D uClouds : register(s0), uniform sampler2D uCloudsNormal : register(s1), uniform sampler2D uCloudsTile : register(s2)) { // Get the cloud pixel lenght on the projected plane float vh = uHeight / iPosition.y; // Get the 3D position of the cloud pixel float3 CloudPosition = iPosition * vh; // Get texture coords float2 TexCoord = CloudPosition.xz*uScale; float Density = tex2D(uClouds, TexCoord+uTime*uWindDirection*0.25f).r; float3 Normal = -(2*tex2D(uCloudsNormal, TexCoord+uTime*uWindDirection*0.25f)-1); Normal.zy = Normal.yz; ///------------ Volumetric effect: float CloudLayerHeightVolume = uCloudLayerHeightVolume*iPosition.y; float CloudLayerVolumetricDisplacement = uCloudLayerVolumetricDisplacement*iPosition.y; float3 iNewPosition = normalize(iPosition + CloudLayerVolumetricDisplacement*float3(Normal.x,0,Normal.z)); vh = (uHeight+uHeight*(1-Density)*CloudLayerHeightVolume) / iNewPosition.y; CloudPosition = iNewPosition * vh; TexCoord = CloudPosition.xz*uScale; // Little offset Density = tex2D(uClouds, TexCoord+uTime*uWindDirection*0.25f + float2(0.2,0.6)).r; ///------------ float CloudTile = tex2D(uCloudsTile, TexCoord-uTime*uWindDirection*0.25).r; float3 PixelColor = uAmbientLuminosity + uSunColor*Density; // AMBIENT addition // PixelColor += uAmbientLuminosity; // SUN addition // PixelColor += uSunColor*saturate(dot(-normalize(Normal), normalize(uSunPosition))); // FINAL colour float Alpha = Density * saturate(10*saturate(-uDistanceAttenuation+iPosition.y)); oColor = float4(PixelColor*(1-Density*0.35), Alpha*saturate(1-CloudTile*uDetailAttenuation)); #ifdef LDR oColor.xyz = float3(1 - exp(-uExposure * oColor.xyz)); #endif // LDR }