/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2011 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 moon material ------------------------ // ----------------------- GLSL Fragment --------------------------- #define USE_OGRE_FROM_FUTURE #include SAMPLER2D(uMoon, 0); SAMPLER2D(uMoonHalo, 1); OGRE_UNIFORMS( uniform vec3 uMoonPhase; uniform vec3 uMoonHalo1; uniform vec3 uMoonHalo2; uniform float uMoonHaloFlip; uniform vec3 uMoonDirection; uniform vec3 uSunDirection; ) MAIN_PARAMETERS IN(vec4 vUVYLength, TEXCOORD0) MAIN_DECLARATION { // Output color gl_FragColor = texture2D(uMoon, vUVYLength.xy); // Moon phase + halo float radius = abs(uMoonPhase.x); vec2 center = vec2(uMoonPhase.y, 0.5); float dist = length(vUVYLength.xy - center); float att = saturate((radius-dist + 0.015) * 40.0); float UVYLength_x = vUVYLength.x; // GLSL warns about varying assignments if (uMoonHaloFlip > 0.5) UVYLength_x = 1.0 - vUVYLength.x; vec2 haloUV = vec2(UVYLength_x / 4.0, vUVYLength.y / 2.0); vec2 halo1UV = vec2(uMoonHalo1.x + haloUV.x, uMoonHalo1.y + haloUV.y); vec2 halo2UV = vec2(uMoonHalo2.x + haloUV.x, uMoonHalo2.y + haloUV.y); float haloIntensity = texture2D(uMoonHalo, halo1UV).w * uMoonHalo1.z + texture2D(uMoonHalo, halo2UV).w * uMoonHalo2.z; haloIntensity = pow(haloIntensity, uMoonPhase.z); // Switch moon phase if (uMoonPhase.x > 0.0) att = 1.0 - att; // Moon colour gl_FragColor.rgb *= vec3_splat(0.16 + (1.0 - 0.16) * att); // Attenuate on daylight gl_FragColor.a *= 0.1 + (1.0 - 0.1) * att * clamp(1.0 - (((uSunDirection.y * 10.0) + 1.0) / 2.0) + 0.1, 0.4, 1.0); gl_FragColor.rgb += vec3_splat(clamp(haloIntensity - gl_FragColor.r, 0.0, 1.0) * (1.0 - att * gl_FragColor.a)); gl_FragColor.rgb += vec3_splat((1.0 - gl_FragColor.a) * 1.4 * (1.0 - pow(gl_FragColor.a, 2.0 * haloIntensity))); // Anti-alias at moon edges hack gl_FragColor.rgb = saturate(gl_FragColor.rgb); gl_FragColor.a = max(gl_FragColor.a, haloIntensity); // Transparency at horizon. gl_FragColor.a *= saturate((vUVYLength.z/vUVYLength.w) * 10.0); // Transparency when close to sun if(uSunDirection.y > 0.0) gl_FragColor.a *= saturate(1.0 - dot(uMoonDirection, uSunDirection) / 2.0); }