/** * @file class3/deferred/genSkyShF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. * * This library 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; * version 2.1 of the License only. * * This library 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 library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; #else #define frag_data gl_FragData #endif VARYING vec2 vary_frag; uniform vec3 sun_dir; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform vec4 gamma; vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 calcDirection(vec2 tc) { float phi = tc.y * 2.0 * 3.14159265; float cosTheta = sqrt(1.0 - tc.x); float sinTheta = sqrt(1.0 - cosTheta * cosTheta); return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); } // reverse mapping above to convert a hemisphere direction into phi/theta values void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) { float sin_theta; float cos_theta; cos_theta = dir.z; theta = acos(cos_theta); sin_theta = sin(theta); phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; } // reverse mapping above to convert a hemisphere direction into an SH texture sample pos vec2 calcShUvFromDirection(vec3 dir) { vec2 uv; float phi; float theta; getPhiAndThetaFromDirection(dir, phi, theta); uv.y = phi / 2.0 * 3.14159265; uv.x = theta / 2.0 * 3.14159265; return uv; } void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) { coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); } void main() { float Y00 = sqrt(1.0 / 3.14159265) * 0.5; float Y1x = sqrt(3.0 / 3.14159265) * 0.5; float Y1y = Y1x; float Y1z = Y1x; vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); vec3 view_direction = calcDirection(vary_frag); vec3 sun_direction = normalize(sun_dir); vec3 cam_pos = vec3(0, 0, 6360); vec3 transmittance; vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); vec3 color = vec3(1.0) - exp(-radiance * 0.0001); color = pow(color, vec3(1.0/2.2)); vec4 coeffs[3]; coeffs[0] = vec4(0); coeffs[1] = vec4(0); coeffs[2] = vec4(0); projectToL1(view_direction, color.rgb, L1, coeffs); frag_data[0] = coeffs[0]; frag_data[1] = coeffs[1]; frag_data[2] = coeffs[2]; }