/** * @file advancedAtmoF.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_color; #else #define frag_color gl_FragColor #endif in vec3 view_pos; in vec3 view_dir; uniform vec3 cameraPosLocal; uniform vec3 sun_dir; uniform float sun_size; uniform sampler2D transmittance_texture; uniform sampler3D scattering_texture; uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; vec3 GetSolarLuminance(); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); void main() { vec3 view_direction = normalize(view_dir); vec3 sun_direction = sun_dir; vec3 camPos = cameraPosLocal + vec3(0, 0, 6360.0f); vec3 transmittance; vec3 sky_illum; vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum); radiance *= transmittance; vec3 solar_luminance = transmittance * GetSolarLuminance(); // If the view ray intersects the Sun, add the Sun radiance. if (dot(view_direction, sun_direction) >= sun_size) { radiance = radiance + solar_luminance; } vec3 color = radiance; color = vec3(1.0) - exp(-color * 0.0001); //float d = dot(view_direction, sun_direction); //frag_color.rgb = vec3(d, d >= sun_size ? 1.0f : 0.0f, 0.0f); frag_color.rgb = color; //frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0); frag_color.rgb = normalize(view_pos); frag_color.a = 1.0; }