1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
/**
* @file class3/deferred/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;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
uniform float moisture_level;
uniform float droplet_radius;
uniform float ice_level;
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);
vec3 ColorFromRadiance(vec3 radiance);
vec3 rainbow(float d)
{
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
float v = sqrt(max(0, 1 - (d*d)));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
}
void main()
{
vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0);
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 + camPosLocal;
vec3 view_direction = normalize(view_ray);
vec3 sun_direction = normalize(sun_dir);
vec3 earth_center = vec3(0, 0, -6360.0f);
vec3 camPos = (camPosLocal / 1000.0f) - earth_center;
vec3 transmittance;
vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 solar_luminance = 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 * transmittance;
}
s = smoothstep(0.9, 1.0, s) * 16.0f;
vec3 color = ColorFromRadiance(radiance_sun);
float optic_d = dot(view_direction, sun_direction);
vec3 halo_22 = halo22(optic_d);
color.rgb += rainbow(optic_d) * optic_d;
color.rgb += halo_22;
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);
}
|