uniform vec3 uSunPos = vec3( 0, 0.1, -1 ); in vec3 v_direction; out vec4 fragcolor; vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g); void main() { vec3 color = atmosphere( normalize(v_direction), vec3(0,6372e3,0), uSunPos, 22.0, 6371e3, 6471e3, vec3(5.5e-6, 13.0e-6, 22.4e-6), 21e-6, 8e3, 1.2e3, 0.758 ); color = 1.0 - exp(-1.0 * color); fragcolor = vec4(color, 1); } #define PI 3.141592 #define iSteps 16 #define jSteps 8 vec2 rsi(vec3 r0, vec3 rd, float sr) { 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) ); } vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) { pSun = normalize(pSun); r = normalize(r); 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); float iTime = 0.0; vec3 totalRlh = vec3(0,0,0); vec3 totalMie = vec3(0,0,0); float iOdRlh = 0.0; float iOdMie = 0.0; 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)); for (int i = 0; i < iSteps; i++) { vec3 iPos = r0 + r * (iTime + iStepSize * 0.5); float iHeight = length(iPos) - rPlanet; float odStepRlh = exp(-iHeight / shRlh) * iStepSize; float odStepMie = exp(-iHeight / shMie) * iStepSize; iOdRlh += odStepRlh; iOdMie += odStepMie; float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps); float jTime = 0.0; float jOdRlh = 0.0; float jOdMie = 0.0; for (int j = 0; j < jSteps; j++) { vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5); float jHeight = length(jPos) - rPlanet; jOdRlh += exp(-jHeight / shRlh) * jStepSize; jOdMie += exp(-jHeight / shMie) * jStepSize; jTime += jStepSize; } vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh))); totalRlh += odStepRlh * attn; totalMie += odStepMie * attn; iTime += iStepSize; } return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie); }