/* -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- */ #ifdef GL_ES precision highp int; precision highp float; #endif // --------------------- SkyX skydome material ------------------------ // ------------------------- GLSL Vertex ------------------------------ #define USE_OGRE_FROM_FUTURE #include OGRE_UNIFORMS( uniform mat4 uWorldViewProj; uniform vec3 uLightDir; uniform vec3 uCameraPos; uniform vec3 uInvWaveLength; uniform float uInnerRadius; uniform float uKrESun; // Kr * ESun uniform float uKmESun; // Km * ESun uniform float uKr4PI; // Kr * 4 * PI uniform float uKm4PI; // Km * 4 * PI uniform float uScale; // 1 / (outerRadius - innerRadius) uniform float uScaleDepth; // Where the average atmosphere density is found uniform float uScaleOverScaleDepth; // Scale / ScaleDepth uniform int uNumberOfSamples; uniform float uSamples; ) float scale(float cos, float scaledepth) { float x = 1.0 - cos; return scaledepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } MAIN_PARAMETERS IN(vec4 vertex, POSITION) IN(vec3 uv0, TEXCOORD0) IN(vec2 uv1, TEXCOORD1) IN(float uv2, TEXCOORD2) OUT(vec2 vUV, TEXCOORD0) OUT(vec3 vRayleighColor, TEXCOORD1) OUT(vec3 vMieColor, TEXCOORD2) OUT(vec3 vDirection, TEXCOORD3) OUT(float vOpacity, TEXCOORD4) OUT(float vHeight, TEXCOORD5) MAIN_DECLARATION { // Clip space position gl_Position = mul(uWorldViewProj, vertex); vec3 v3Pos = uv0; v3Pos.y += uInnerRadius; vec3 v3Ray = v3Pos - uCameraPos; float fFar = length(v3Ray); v3Ray /= vec3_splat(fFar); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = uCameraPos; float fHeight = uCameraPos.y; float fStartAngle = dot(v3Ray, v3Start) / fHeight; // NOTE: fDepth is not pased as parameter(like a constant) to avoid the little precission issue (Apreciable) float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius - uCameraPos.y)); float fStartOffset = fDepth * scale(fStartAngle, uScaleDepth); // Init loop variables float fSampleLength = fFar / uSamples; float fScaledLength = fSampleLength * uScale; vec3 v3SampleRay = v3Ray * vec3_splat(fSampleLength); vec3 v3SamplePoint = v3Start + v3SampleRay * vec3_splat(0.5); // Loop the ray vec3 color = vec3(0.0, 0.0, 0.0); for (int i = 0; i < uNumberOfSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius-fHeight)); float fLightAngle = dot(uLightDir, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth * (scale(fLightAngle, uScaleDepth) - scale(fCameraAngle, uScaleDepth))); vec3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // Accumulate color v3Attenuate *= vec3_splat(fDepth * fScaledLength); color += v3Attenuate; // Next sample point v3SamplePoint += v3SampleRay; } // Outputs vRayleighColor = color * uInvWaveLength * vec3_splat(uKrESun); // TODO <--- parameter vMieColor = color * vec3_splat(uKmESun); vDirection = uCameraPos - v3Pos; vUV = uv1; vOpacity = uv2; vHeight = 1.0 - uv0.y; }