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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "hlslCompat.glsl"
- #include "torque.glsl"
- //-----------------------------------------------------------------------------
- // Structures
- //-----------------------------------------------------------------------------
- //ConnectData
- in vec4 texCoord12;
- #define IN_texCoord12 texCoord12
- in vec4 texCoord34;
- #define IN_texCoord34 texCoord34
- in vec3 vLightTS; // light vector in tangent space, denormalized
- #define IN_vLightTS vLightTS
- in vec3 vViewTS; // view vector in tangent space, denormalized
- #define IN_vViewTS vViewTS
- in float worldDist;
- #define IN_worldDist worldDist
- //-----------------------------------------------------------------------------
- // Uniforms
- //-----------------------------------------------------------------------------
- uniform sampler2D normalHeightMap;
- uniform vec3 ambientColor;
- uniform vec3 sunColor;
- uniform float cloudCoverage;
- uniform vec3 cloudBaseColor;
- uniform float cloudExposure;
- out vec4 OUT_col;
- //-----------------------------------------------------------------------------
- // Globals
- //-----------------------------------------------------------------------------
- // The per-color weighting to be used for luminance calculations in RGB order.
- const vec3 LUMINANCE_VECTOR = vec3(0.2125f, 0.7154f, 0.0721f);
- //-----------------------------------------------------------------------------
- // Functions
- //-----------------------------------------------------------------------------
- // Calculates the Rayleigh phase function
- float getRayleighPhase( float angle )
- {
- return 0.75 * ( 1.0 + pow( angle, 2.0 ) );
- }
- // Returns the output rgb color given a texCoord and parameters it uses
- // for lighting calculation.
- vec3 ComputeIllumination( vec2 texCoord,
- vec3 vLightTS,
- vec3 vViewTS,
- vec3 vNormalTS )
- {
- //return noiseNormal;
- //return vNormalTS;
-
- vec3 vLightTSAdj = vec3( -vLightTS.x, -vLightTS.y, vLightTS.z );
-
- float dp = dot( vNormalTS, vLightTSAdj );
-
- // Calculate the amount of illumination (lightTerm)...
-
- // We do both a rim lighting effect and a halfLambertian lighting effect
- // and combine the result.
- float halfLambertTerm = clamp( pow( dp * 0.5 + 0.5, 1.0 ), 0.0, 1.0 );
- float rimLightTerm = pow( ( 1.0 - dp ), 1.0 );
- float lightTerm = clamp( halfLambertTerm * 1.0 + rimLightTerm * dp, 0.0, 1.0 );
- lightTerm *= 0.5;
-
- // Use a simple RayleighPhase function to simulate single scattering towards
- // the camera.
- float angle = dot( vLightTS, vViewTS );
- lightTerm *= getRayleighPhase( angle );
-
- // Combine terms and colors into the output color.
- //vec3 lightColor = ( lightTerm * sunColor * fOcclusionShadow ) + ambientColor;
- vec3 lightColor = mix( ambientColor, sunColor, lightTerm );
- //lightColor = mix( lightColor, ambientColor, cloudCoverage );
- vec3 finalColor = cloudBaseColor * lightColor;
-
- return finalColor;
- }
- void main()
- {
- // Normalize the interpolated vectors:
- vec3 vViewTS = normalize( vViewTS );
- vec3 vLightTS = normalize( vLightTS );
-
- vec4 cResultColor = vec4( 0, 0, 0, 1 );
-
- vec2 texSample = IN_texCoord12.xy;
-
- vec4 noise1 = texture( normalHeightMap, IN_texCoord12.zw );
- noise1 = normalize( ( noise1 - 0.5 ) * 2.0 );
- //return noise1;
-
- vec4 noise2 = texture( normalHeightMap, IN_texCoord34.xy );
- noise2 = normalize( ( noise2 - 0.5 ) * 2.0 );
- //return noise2;
-
- vec3 noiseNormal = normalize( noise1 + noise2 ).xyz;
- //return vec4( noiseNormal, 1.0 );
-
- float noiseHeight = noise1.a * noise2.a * ( cloudCoverage / 2.0 + 0.5 );
- vec3 vNormalTS = normalize( texture( normalHeightMap, texSample ).xyz * 2.0 - 1.0 );
- vNormalTS += noiseNormal;
- vNormalTS = normalize( vNormalTS );
-
- // Compute resulting color for the pixel:
- cResultColor.rgb = ComputeIllumination( texSample, vLightTS, vViewTS, vNormalTS );
-
- float coverage = ( cloudCoverage - 0.5 ) * 2.0;
- cResultColor.a = texture( normalHeightMap, texSample ).a + coverage + noiseHeight;
-
- if ( cloudCoverage > -1.0 )
- cResultColor.a /= 1.0 + coverage;
-
- cResultColor.a = clamp( cResultColor.a * pow( saturate(cloudCoverage), 0.25 ), 0.0, 1.0 );
- cResultColor.a = mix( cResultColor.a, 0.0, 1.0 - pow(IN_worldDist,2.0) );
- OUT_col = hdrEncode(cResultColor);
- }
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