v4k-git-backup/engine/art/shaders/fs_3_4_skybox_rayleigh.glsl

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uniform vec3 uSunPos;
uniform vec3 uRayOrigin;
uniform float uSunIntensity;
uniform float uPlanetRadius;
uniform float uAtmosphereRadius;
uniform vec3 uRayleighScattering;
uniform float uMieScattering;
uniform float uRayleighScaleHeight;
uniform float uMieScaleHeight;
uniform float uMiePreferredDirection;
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in vec3 v_direction;
out vec4 fragcolor;
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vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g);
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void main() {
vec3 color = atmosphere(
normalize(v_direction), // normalized ray direction
uRayOrigin, // ray origin
uSunPos, // position of the sun
uSunIntensity, // intensity of the sun
uPlanetRadius, // radius of the planet in meters
uAtmosphereRadius, // radius of the atmosphere in meters
uRayleighScattering, // Rayleigh scattering coefficient
uMieScattering, // Mie scattering coefficient
uRayleighScaleHeight, // Rayleigh scale height
uMieScaleHeight, // Mie scale height
uMiePreferredDirection // Mie preferred scattering direction
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);
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// Apply exposure.
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color = 1.0 - exp(-1.0 * color);
fragcolor = vec4(color, 1);
}
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// [src] https://github.com/wwwtyro/glsl-atmosphere by wwwtyro (Unlicensed)
// For more information, please refer to <http://unlicense.org>
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#define PI 3.141592
#define iSteps 16
#define jSteps 8
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vec2 rsi(vec3 r0, vec3 rd, float sr) {
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// ray-sphere intersection that assumes
// the sphere is centered at the origin.
// No intersection when result.x > result.y
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float a = dot(rd, rd);
float b = 2.0 * dot(rd, r0);
float c = dot(r0, r0) - (sr * sr);
float d = (b*b) - 4.0*a*c;
if (d < 0.0) return vec2(1e5,-1e5);
return vec2(
(-b - sqrt(d))/(2.0*a),
(-b + sqrt(d))/(2.0*a)
);
}
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vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) {
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// Normalize the sun and view directions.
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pSun = normalize(pSun);
r = normalize(r);
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// Calculate the step size of the primary ray.
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vec2 p = rsi(r0, r, rAtmos);
if (p.x > p.y) return vec3(0,0,0);
p.y = min(p.y, rsi(r0, r, rPlanet).x);
float iStepSize = (p.y - p.x) / float(iSteps);
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// Initialize the primary ray time.
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float iTime = 0.0;
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// Initialize accumulators for Rayleigh and Mie scattering.
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vec3 totalRlh = vec3(0,0,0);
vec3 totalMie = vec3(0,0,0);
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// Initialize optical depth accumulators for the primary ray.
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float iOdRlh = 0.0;
float iOdMie = 0.0;
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// Calculate the Rayleigh and Mie phases.
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float mu = dot(r, pSun);
float mumu = mu * mu;
float gg = g * g;
float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));
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// Sample the primary ray.
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for (int i = 0; i < iSteps; i++) {
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// Calculate the primary ray sample position.
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vec3 iPos = r0 + r * (iTime + iStepSize * 0.5);
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// Calculate the height of the sample.
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float iHeight = length(iPos) - rPlanet;
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// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
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float odStepRlh = exp(-iHeight / shRlh) * iStepSize;
float odStepMie = exp(-iHeight / shMie) * iStepSize;
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// Accumulate optical depth.
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iOdRlh += odStepRlh;
iOdMie += odStepMie;
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// Calculate the step size of the secondary ray.
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float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps);
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// Initialize the secondary ray time.
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float jTime = 0.0;
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// Initialize optical depth accumulators for the secondary ray.
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float jOdRlh = 0.0;
float jOdMie = 0.0;
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// Sample the secondary ray.
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for (int j = 0; j < jSteps; j++) {
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// Calculate the secondary ray sample position.
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vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5);
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// Calculate the height of the sample.
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float jHeight = length(jPos) - rPlanet;
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// Accumulate the optical depth.
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jOdRlh += exp(-jHeight / shRlh) * jStepSize;
jOdMie += exp(-jHeight / shMie) * jStepSize;
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// Increment the secondary ray time.
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jTime += jStepSize;
}
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// Calculate attenuation.
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vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh)));
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// Accumulate scattering.
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totalRlh += odStepRlh * attn;
totalMie += odStepMie * attn;
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// Increment the primary ray time.
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iTime += iStepSize;
}
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// Calculate and return the final color.
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return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie);
}