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/**
* @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_direction;
uniform vec2 sun_size;
uniform sampler2D cloud_noise_texture;
uniform sampler2D transmittance_texture;
uniform sampler3D scattering_texture;
uniform sampler3D mie_scattering_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 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
radiance *= transmittance;
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_direction) >= sun_size.y)
{
radiance = radiance + transmittance * GetSolarLuminance();
}
vec3 color = vec3(1.0) - exp(-radiance);
color = pow(color, vec3(1.0 / 2.2));
frag_color.rgb = color;
frag_color.a = 1.0;
}
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