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
|
/**
* @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_dir;
uniform vec3 cameraPosLocal;
uniform vec3 sun_dir;
uniform float sun_size;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
uniform sampler3D 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 camPos = cameraPosLocal;
vec3 transmittance;
vec3 sky_illum;
vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance);
vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum);
//radiance *= transmittance;
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_dir) >= sun_size)
{
radiance = radiance + transmittance * GetSolarLuminance();
}
//vec3 color = vec3(1.0) - exp(-radiance);
//color = pow(color, vec3(1.0 / 2.2));
frag_color.rgb = radiance;
frag_color.a = 1.0;
}
|