/* -------------------------------------------------------------------------------- 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 skydome material ------------------------ // ------------------------ GLSL Fragment ----------------------------- // IN varying vec2 vUV; varying vec3 vRayleighColor; varying vec3 vMieColor; varying vec3 vDirection; varying float vOpacity; varying float vHeight; // OUT // UNIFORM uniform float uTime; uniform vec3 uLightDir; // Phase function uniform float uG; uniform float uG2; // Exposure uniform float uExposure; uniform sampler2D uStarfield; void main(void) { float cos = dot(uLightDir, vDirection) / length(vDirection); float cos2 = cos*cos; float rayleighPhase = 0.75 * (1.0 + 0.5*cos2); float miePhase = 1.5 * ((1.0 - uG2) / (2.0 + uG2)) * // <<< TODO (1.0 + cos2) / pow(1.0 + uG2 - 2.0 * uG * cos, 1.5); #ifdef LDR gl_FragColor = vec4((1.0 - exp(-uExposure * (rayleighPhase * vRayleighColor + miePhase * vMieColor))), vOpacity); #else // HDR gl_FragColor = vec4(uExposure*(rayleighPhase * vRayleighColor + miePhase * vMieColor), vOpacity); #endif // LDR // For night rendering float nightmult = clamp(1.0 - max(gl_FragColor.x, max(gl_FragColor.y, gl_FragColor.z))*10.0, 0.0, 1.0); #ifdef STARFIELD #ifdef LDR gl_FragColor.xyz += nightmult *(vec3(0.05, 0.05, 0.1)*(2.0-0.75*clamp(-uLightDir.y, 0.0, 1.0))*pow(vHeight,3.0) + texture2D(uStarfield, vUV+uTime).xyz*(0.35 + clamp(-uLightDir.y*0.45, 0.0, 1.0))); #else // HDR (Linear pipeline -> Gamma correction) gl_FragColor.xyz += nightmult *(pow(vec3(0.05, 0.05, 0.1)*(2.0-0.75*clamp(-uLightDir.y, 0.0, 1.0))*pow(vHeight,3.0), 2.2) + texture2D(uStarfield, vUV+uTime).xyz*(0.35 + clamp(-uLightDir.y*0.45, 0.0, 1.0))); #endif // LDR #else // NO STARFIELD #ifdef LDR gl_FragColor.xyz += nightmult *(vec3(0.05, 0.05, 0.1)*(2.0-0.75*clamp(-uLightDir.y, 0.0, 1.0))*pow(vHeight,3.0)); #else // HDR (Linear pipeline -> Gamma correction) gl_FragColor.xyz += nightmult * pow(vec3(0.05, 0.05, 0.1)*(2.0-0.75*clamp(-uLightDir.y, 0.0, 1.0))*pow(vHeight,3.0), 2.2); #endif // LDR #endif // STARFIELD }