[2957] | 1 | //--------------------------------------------------------------------------------------
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| 2 | // Input and Output structs
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| 3 | //--------------------------------------------------------------------------------------
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| 4 |
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| 5 |
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| 6 |
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| 7 | struct VertexInput
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| 8 | {
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| 9 | float4 position: POSITION;
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| 10 | float3 normal: NORMAL;
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| 11 | float3 color: COLOR;
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| 12 | float2 texcoord: TEXCOORD0;
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| 13 | };
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| 14 |
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| 15 |
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[2959] | 16 | // vtx output
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| 17 | struct vtxout
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| 18 | {
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| 19 | float4 position: POSITION; // eye space
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| 20 | float4 texCoord: TEXCOORD0;
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| 21 |
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| 22 | float4 color: COLOR0;
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| 23 | float4 worldPos: TEXCOORD1; // world position
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| 24 | float3 normal: TEXCOORD2;
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| 25 | float4 mypos: TEXCOORD3;
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[2968] | 26 | float4 color2: TEXCOORD4;
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[2959] | 27 | };
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| 28 |
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| 29 |
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[2964] | 30 | struct pixel
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| 31 | {
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| 32 | float4 col: COLOR0;
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| 33 | float4 pos: COLOR1;
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| 34 | float4 norm: COLOR2;
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[2959] | 35 | };
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| 36 |
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[2968] | 37 |
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[2964] | 38 | // fragment input
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| 39 | struct fragin
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| 40 | {
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| 41 | float4 color: COLOR0;
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| 42 | float4 position: POSITION; // eye space
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| 43 | float4 texCoord: TEXCOORD0;
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| 44 |
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| 45 | float4 projPos: WPOS;
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| 46 | float4 worldPos: TEXCOORD1; // world position
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| 47 | float3 normal: TEXCOORD2;
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| 48 | float4 mypos: TEXCOORD3;
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[2968] | 49 | float4 color2: TEXCOORD4;
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[2957] | 50 | };
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| 51 | //--------------------------------------------------------------------------------------
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| 52 | // Vertex Shaders
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| 53 | //--------------------------------------------------------------------------------------
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| 54 |
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| 55 |
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[2958] | 56 | vtxout default_vs(VertexInput IN,
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| 57 | uniform float3 lightDir,
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| 58 | uniform float2 thetaSun,
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| 59 | uniform float3 zenithColor,
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| 60 | uniform float3 aColor,
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| 61 | uniform float3 bColor,
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| 62 | uniform float3 cColor,
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| 63 | uniform float3 dColor,
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| 64 | uniform float3 eColor,
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[2982] | 65 | uniform float4x4 ModelView,
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| 66 | uniform float multiplier)
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[2957] | 67 | {
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[2958] | 68 | vtxout OUT;
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| 69 |
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[2957] | 70 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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| 71 |
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[2958] | 72 |
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[2957] | 73 | const float dotLN = dot(lightDir, IN.normal);
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| 74 | const float cos2gamma = dotLN * dotLN;
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[2958] | 75 |
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[2957] | 76 | const float gamma = acos(dotLN);
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| 77 | const float theta = dot(float3(0.0, 0.0, 1.0), IN.normal);
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| 78 |
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| 79 | float3 num = (1.0 + aColor * exp(bColor / theta)) * (1.0 + cColor * exp(dColor * gamma) + eColor * cos2gamma);
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| 80 | float3 den = (1.0 + aColor * exp(bColor)) * (1.0 + cColor * exp(dColor * thetaSun.x) + eColor * thetaSun.y);
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| 81 | float3 xyY = (num / den) * zenithColor;
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| 82 |
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| 83 | float3 XYZ;
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| 84 |
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| 85 | XYZ.x = (xyY.x / xyY.y) * xyY.z;
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| 86 | XYZ.y = xyY.z;
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| 87 | XYZ.z = ((1.0f - xyY.x - xyY.y) / xyY.y) * xyY.z;
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| 88 |
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| 89 | const static float3x3 conv_Mat =
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| 90 | float3x3(3.240479, -1.537150, -0.498535,
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| 91 | -0.969256, 1.875992, 0.041556,
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| 92 | 0.055648, -0.204043, 1.057311);
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| 93 |
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| 94 | float3 hcol = mul(conv_Mat, XYZ);
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[2958] | 95 | OUT.color = float4(hcol, 1.0);
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[2957] | 96 |
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[2982] | 97 | OUT.color.rgb *= multiplier;
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[2957] | 98 |
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[2968] | 99 | OUT.color2 = OUT.color;
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[2958] | 100 | OUT.worldPos = mul(ModelView, IN.position);
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[2957] | 101 |
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[2958] | 102 | OUT.normal = IN.normal;
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| 103 | OUT.mypos = OUT.position;
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| 104 |
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[2957] | 105 | return OUT;
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| 106 | }
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| 107 |
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| 108 |
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[2959] | 109 | pixel frag_skydome(fragin IN)
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| 110 | {
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| 111 | pixel pix;
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| 112 |
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[2968] | 113 | pix.col = IN.color2;
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[2974] | 114 | pix.pos = 1e20f;
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[2959] | 115 |
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| 116 | pix.norm.xyz = IN.normal;
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| 117 |
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[2974] | 118 | pix.norm.w = IN.mypos.w;
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| 119 | pix.pos.w = 1e20f;
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[2959] | 120 |
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[2974] | 121 | pix.col.w = 2.0f;
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[2959] | 122 |
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| 123 | return pix;
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[2958] | 124 | } |
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