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/**
* @file class3/skyF.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 camPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
uniform float far_z;
uniform mat4 inv_proj;
uniform mat4 inv_modelview;
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 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
void main()
{
vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0), 0.0);
vec4 view_pos = (inv_proj * vec4(pos, 1.0f));
view_pos /= view_pos.w;
vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz;
vec3 view_direction = normalize(view_ray);
vec3 sun_direction = normalize(sun_dir);
vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
vec3 transmittance;
vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
float s = dot(view_direction, sun_direction);
// cheesy solar disc...
if (s >= (sun_size * 0.999))
{
radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance;
}
s = smoothstep(0.9, 1.0, s) * 16.0f;
vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);
color = pow(color, vec3(1.0 / 2.2));
frag_data[0] = vec4(color, 1.0 + s);
frag_data[1] = vec4(0.0);
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}
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