1 | struct vtxin
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2 | {
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3 | float4 position: POSITION;
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4 | float3 normal: NORMAL;
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5 | float3 color: COLOR;
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6 | float2 texcoord: TEXCOORD0;
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7 | };
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8 |
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9 |
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10 | // vtx output
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11 | struct vtxout
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12 | {
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13 | float4 color: COLOR0;
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14 | float4 position: POSITION;
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15 |
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16 | float4 texCoord: TEXCOORD0;
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17 | float3 normal: TEXCOORD1;
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18 | float4 hdrColor: TEXCOORD2;
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19 | };
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20 |
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21 |
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22 | // fragment input
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23 | struct fragin
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24 | {
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25 | float4 color: COLOR0;
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26 | //float4 projPos: WPOS;
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27 | //float4 position: POSITION;
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28 |
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29 | float4 texCoord: TEXCOORD0;
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30 | float3 normal: TEXCOORD1;
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31 | float4 hdrColor: TEXCOORD2;
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32 | };
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33 |
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34 |
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35 | struct pixel
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36 | {
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37 | float4 col: COLOR0;
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38 | float3 norm: COLOR1;
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39 | float3 id: COLOR2;
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40 | };
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41 |
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42 |
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43 |
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44 | //--------------------------------------------------------------------------------------
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45 | // Vertex Shaders
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46 | //--------------------------------------------------------------------------------------
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47 |
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48 |
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49 | vtxout default_vs(vtxin IN,
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50 | uniform float3 lightDir,
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51 | uniform float2 thetaSun,
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52 | uniform float3 zenithColor,
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53 | uniform float3 aColor,
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54 | uniform float3 bColor,
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55 | uniform float3 cColor,
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56 | uniform float3 dColor,
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57 | uniform float3 eColor,
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58 | uniform float multiplier)
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59 | {
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60 | vtxout OUT;
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61 |
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62 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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63 |
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64 | const float dotLN = dot(lightDir, IN.normal);
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65 | const float cos2gamma = dotLN * dotLN;
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66 |
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67 | const float gamma = acos(dotLN);
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68 | const float theta = dot(float3(.0f, .0f, 1.0f), IN.normal);
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69 |
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70 | float3 num = (1.0f + aColor * exp(bColor / theta)) * (1.0f + cColor * exp(dColor * gamma) + eColor * cos2gamma);
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71 | float3 den = (1.0f + aColor * exp(bColor)) * (1.0f + cColor * exp(dColor * thetaSun.x) + eColor * thetaSun.y);
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72 | float3 xyY = (num / den) * zenithColor;
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73 |
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74 | float3 XYZ;
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75 |
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76 | XYZ.x = (xyY.x / xyY.y) * xyY.z;
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77 | XYZ.y = xyY.z;
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78 | XYZ.z = ((1.0f - xyY.x - xyY.y) / xyY.y) * xyY.z;
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79 |
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80 | const static float3x3 conv_Mat =
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81 | float3x3( 3.240479f, -1.537150f, -0.498535f,
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82 | -0.969256f, 1.875992f, 0.041556f,
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83 | 0.055648f, -0.204043f, 1.057311f);
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84 |
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85 | //float3 hcol = mul(conv_Mat, XYZ);
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86 | //OUT.color = float4(hcol, 1.0f);
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87 | OUT.color = float4(mul(conv_Mat, XYZ), 1.0f);
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88 |
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89 | OUT.color.rgb *= multiplier;
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90 | /// put out color into different color channel to avoid clamping
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91 | OUT.hdrColor = OUT.color;
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92 |
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93 | OUT.normal = IN.normal;
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94 |
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95 | return OUT;
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96 | }
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97 |
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98 |
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99 | pixel frag_skydome(fragin IN)
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100 | {
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101 | pixel pix;
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102 |
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103 | pix.col = IN.hdrColor;
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104 | pix.col.w = 1e20f;
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105 | pix.norm = IN.normal;
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106 | // the scene entity id
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107 | pix.id = glstate.fog.color.xyz;
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108 |
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109 | return pix;
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110 | } |
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