cloudLayerP.hlsl 6.0 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "shaderModel.hlsl"
  23. #include "torque.hlsl"
  24. //-----------------------------------------------------------------------------
  25. // Structures
  26. //-----------------------------------------------------------------------------
  27. struct ConnectData
  28. {
  29. float4 hpos : TORQUE_POSITION;
  30. float4 texCoord12 : TEXCOORD0;
  31. float4 texCoord34 : TEXCOORD1;
  32. float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
  33. float3 vViewTS : TEXCOORD3; // view vector in tangent space, denormalized
  34. float worldDist : TEXCOORD4;
  35. };
  36. //-----------------------------------------------------------------------------
  37. // Uniforms
  38. //-----------------------------------------------------------------------------
  39. TORQUE_UNIFORM_SAMPLER2D(normalHeightMap, 0);
  40. uniform float3 ambientColor;
  41. uniform float3 sunColor;
  42. uniform float cloudCoverage;
  43. uniform float3 cloudBaseColor;
  44. uniform float cloudExposure;
  45. //-----------------------------------------------------------------------------
  46. // Globals
  47. //-----------------------------------------------------------------------------
  48. // The per-color weighting to be used for luminance calculations in RGB order.
  49. static const float3 LUMINANCE_VECTOR = float3(0.2125f, 0.7154f, 0.0721f);
  50. //-----------------------------------------------------------------------------
  51. // Functions
  52. //-----------------------------------------------------------------------------
  53. // Calculates the Rayleigh phase function
  54. float getRayleighPhase( float angle )
  55. {
  56. return 0.75 * ( 1.0 + pow( angle, 2 ) );
  57. }
  58. // Returns the output rgb color given a texCoord and parameters it uses
  59. // for lighting calculation.
  60. float3 ComputeIllumination( float2 texCoord,
  61. float3 vLightTS,
  62. float3 vViewTS,
  63. float3 vNormalTS )
  64. {
  65. //return noiseNormal;
  66. //return vNormalTS;
  67. float3 vLightTSAdj = float3( -vLightTS.x, -vLightTS.y, vLightTS.z );
  68. float dp = dot( vNormalTS, vLightTSAdj );
  69. // Calculate the amount of illumination (lightTerm)...
  70. // We do both a rim lighting effect and a halfLambertian lighting effect
  71. // and combine the result.
  72. float halfLambertTerm = saturate( pow( dp * 0.5 + 0.5, 1 ) );
  73. float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
  74. float lightTerm = saturate( halfLambertTerm * 1.0 + rimLightTerm * dp );
  75. lightTerm *= 0.5;
  76. // Use a simple RayleighPhase function to simulate single scattering towards
  77. // the camera.
  78. float angle = dot( vLightTS, vViewTS );
  79. lightTerm *= getRayleighPhase( angle );
  80. // Combine terms and colors into the output color.
  81. //float3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
  82. float3 lightColor = lerp( ambientColor, sunColor, lightTerm );
  83. //lightColor = lerp( lightColor, ambientColor, cloudCoverage );
  84. float3 finalColor = cloudBaseColor * lightColor;
  85. return finalColor;
  86. }
  87. float4 main( ConnectData IN ) : TORQUE_TARGET0
  88. {
  89. // Normalize the interpolated vectors:
  90. float3 vViewTS = normalize( IN.vViewTS );
  91. float3 vLightTS = normalize( IN.vLightTS );
  92. float4 cResultColor = float4( 0, 0, 0, 1 );
  93. float2 texSample = IN.texCoord12.xy;
  94. float4 noise1 = TORQUE_TEX2D( normalHeightMap, IN.texCoord12.zw );
  95. noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
  96. //return noise1;
  97. float4 noise2 = TORQUE_TEX2D(normalHeightMap, IN.texCoord34.xy);
  98. noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
  99. //return noise2;
  100. float3 noiseNormal = normalize( noise1 + noise2 ).xyz;
  101. //return float4( noiseNormal, 1.0 );
  102. float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
  103. float3 vNormalTS = normalize( TORQUE_TEX2D(normalHeightMap, texSample).xyz * 2.0 - 1.0);
  104. vNormalTS += noiseNormal;
  105. vNormalTS = normalize( vNormalTS );
  106. // Compute resulting color for the pixel:
  107. cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
  108. float coverage = ( cloudCoverage - 0.5 ) * 2.0;
  109. cResultColor.a = TORQUE_TEX2D(normalHeightMap, texSample).a + coverage + noiseHeight;
  110. if ( cloudCoverage > -1.0 )
  111. cResultColor.a /= 1.0 + coverage;
  112. cResultColor.a = saturate( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ) );
  113. cResultColor.a = lerp( cResultColor.a, 0.0, 1.0 - pow(IN.worldDist,2.0) );
  114. cResultColor.rgb *= cloudExposure;
  115. return hdrEncode( cResultColor );
  116. }