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dealeer

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  1. hello, I come here baring a cry for help. I needed an atmosphere shader for the little project I am working on. so I convert the SkyFormSpace shader in the book GPU gems 2- Chapter 16, Accurate Atmospheric Scattering written by Sean O'Neil to SkyFormSpace.fx. I want to see the atmosphere effect in the software FX Composer . but the result is incorrect? the effect in FxComposer: [img]http://fmn.xnpic.com/fmn057/20121206/2130/original_T9ix_6f2800000af1118e.jpg[/img] and the effect in my project: [img]http://fmn.rrimg.com/fmn063/20121206/2130/original_VJuS_5da900000ae1118f.jpg[/img] Here is the shader code i'm using: [CODE] // SkyFromSpace - Author: Sean O'Neil - Copyright (c) 2004 Sean O'Neil //The output of this vertex shader struct vertout { float4 pos : POSITION; // Transformed vertex position float4 c0 : COLOR0; // The Rayleigh color float4 c1 : COLOR1; // The Mie color float3 t0 : TEXCOORD0; }; //The number of sample points taken along the ray const int nSamples = 2; const float fSamples =2.0; //The scale depth (the altitude at which the average atmospheric density is found) const float fScaleDepth = 0.25; const float fInvScaleDepth = 4.0; //The scale equation calculated by Vernier's Graphical Analysis float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } //Calculates the Mie phase function float getMiePhase(float fCos, float fCos2, float g, float g2) { return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); } //Calculates the Rayleigh phase function float getRayleighPhase(float fCos2) { //return 1.0; return 0.75 + 0.75*fCos2; } //Returns the near intersection point of a line and a sphere float getNearIntersection(float3 v3Pos, float3 v3Ray, float fDistance2, float fRadius2) { float B = 2.0 * dot(v3Pos, v3Ray); float C = fDistance2 - fRadius2; float fDet = max(0.0, B*B - 4.0 * C); return 0.5 * (-B - sqrt(fDet)); } //Returns the far intersection point of a line and a sphere float getFarIntersection(float3 v3Pos, float3 v3Ray, float fDistance2, float fRadius2) { float B = 2.0 * dot(v3Pos, v3Ray); float C = fDistance2 - fRadius2; float fDet = max(0.0, B*B - 4.0 * C); return 0.5 * (-B + sqrt(fDet)); } //uniform float4x4 gl_ModelViewProjectionMatrix; uniform float4x4 worldViewProj: WorldViewProjection; uniform float3 v3CameraPos={0.0,0.0,25};// The camera's current position uniform float3 v3LightPos={0.0,0.0,1}; // The direction vector to the light source uniform float fOuterRadius=10.15f; // The outer (atmosphere) radius uniform float fInnerRadius=10.0f; // The inner (planetary) radius uniform float red = 0.650f; // 650 nm for red uniform float green = 0.570f; // 570 nm for green uniform float blue = 0.475f; // 475 nm for blue uniform float Kr = 0.0025f; uniform float Km = 0.0015f; uniform float PI = 3.14159f; uniform float ESun = 15.0f; vertout v_SkyFormSpace(float4 gl_Vertex : POSITION) { float3 v3InvWavelength={1.0/pow(red, 4.0f),1.0/pow(green, 4.0f),1.0/pow(blue, 4.0f)}; float fCameraHeight=sqrt(v3CameraPos.x*v3CameraPos.x+v3CameraPos.y*v3CameraPos.y+v3CameraPos.z*v3CameraPos.z); float fCameraHeight2=fCameraHeight*fCameraHeight; float fOuterRadius2=fOuterRadius*fOuterRadius; float fInnerRadius2=fInnerRadius*fInnerRadius; float fKrESun=Kr * ESun; float fKmESun=Km * ESun; float fKr4PI=Kr * 4 * PI; float fKm4PI=Km * 4 * PI; float fScale=1.0 / (fOuterRadius - fInnerRadius); float fScaleOverScaleDepth=fScale / fScaleDepth; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) float3 v3Pos = gl_Vertex.xyz; float3 v3Ray = v3Pos - v3CameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float fNear = getNearIntersection(v3CameraPos, v3Ray, fCameraHeight2, fOuterRadius2); // Calculate the ray's start and end positions in the atmosphere, then calculate its scattering offset float3 v3Start = v3CameraPos + v3Ray * fNear; fFar -= fNear; float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius; float fStartDepth = exp(-1.0 / fScaleDepth); float fStartOffset = fStartDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; float3 v3SampleRay = v3Ray * fSampleLength; float3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays float3 v3FrontColor = float3(0.0, 0.0, 0.0); for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight; //float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fCameraAngle = 1.0; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle))); float3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vertout OUT; OUT.pos = mul(gl_Vertex,worldViewProj); OUT.c0.rgb = v3FrontColor * (v3InvWavelength * fKrESun); OUT.c1.rgb = v3FrontColor * fKmESun; OUT.t0 = v3CameraPos - v3Pos; return OUT; } //uniform float3 v3LightPos; uniform float g=-0.95; uniform float g2=0.9025; float4 p_SkyFormSpace(in float4 c0 : COLOR0, in float4 c1 : COLOR1, in float3 v3Direction : TEXCOORD0 ) : COLOR { float fCos = dot(v3LightPos, v3Direction) / length(v3Direction); float fCos2 = fCos*fCos; float4 color = getRayleighPhase(fCos2) * c0 + getMiePhase(fCos, fCos2, g, g2) * c1; color.a = color.b; return color; } technique technique0 { pass p0 { CullMode = None; VertexShader = compile vs_3_0 v_SkyFormSpace(); PixelShader = compile ps_3_0 p_SkyFormSpace(); } } [/CODE] If anyone could help me with a fix or have some advice to help me solve the problem, it will be greatly appreciated.
  2. [img]C:\FxComposer.jpg[/img]