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fgdata/Shaders/skydome.vert

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GLSL
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#version 120
// Atmospheric scattering shader for flightgear
// Written by Lauri Peltonen (Zan)
// Implementation of O'Neil's algorithm
uniform mat4 osg_ViewMatrix;
uniform mat4 osg_ViewMatrixInverse;
varying vec3 rayleigh;
varying vec3 mie;
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varying vec3 eye;
varying float ct;
// Dome parameters from FG and screen
const float domeSize = 80000.0;
const float realDomeSize = 100000.0;
const float groundRadius = 0.984503332 * domeSize;
const float altitudeScale = domeSize - groundRadius;
// Dome parameters when calculating scattering
// Assuming dome size is 5.0
const float groundLevel = 0.984503332 * 5.0;
const float heightScale = (5.0 - groundLevel);
// Integration parameters
const int nSamples = 7;
const float fSamples = float(nSamples);
// Scattering parameters
uniform float rK = 0.0003; //0.00015;
uniform float mK = 0.003; //0.0025;
uniform float density = 0.5; //1.0
vec3 rayleighK = rK * vec3(5.602, 7.222, 19.644);
vec3 mieK = vec3(mK);
vec3 sunIntensity = 10.0*vec3(120.0, 125.0, 130.0);
// Find intersections of ray to skydome
// ray must be normalized
// cheight is camera height
float intersection (in float cheight, in vec3 ray, in float rad2)
{
float B = 2.0 * cheight*ray.y;
float C = cheight*cheight - rad2; // 25.0 is skydome radius * radius
float fDet = max(0.0, B*B - 4.0 * C);
return 0.5 * (-B - sqrt(fDet));
}
// Return the scale function at height = 0 for different thetas
float outscatterscale(in float costheta)
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{
if (costheta < -0.12) costheta = -0.12 - 4.0* (costheta+0.12) ;
float x = 1.0 - costheta;
float a = 1.16941;
float b = 0.618989;
float c = 6.34484;
float d = -31.4138;
float e = 75.3249;
float f = -80.1643;
float g = 32.2878;
return exp(a+x*(b+x*(c+x*(d+x*(e+x*(f+x*g))))));
}
// Return the amount of outscatter for different heights and thetas
// assuming view ray hits the skydome
// height is 0 at ground level and 1 at space
// Assuming average density of atmosphere is at 1/4 height
// and atmosphere height is 100 km
float outscatter(in float costheta, in float height)
{
return density * outscatterscale(costheta) * exp(-4.0 * height);
}
void main()
{
// Make sure the dome is of a correct size
vec4 realVertex = gl_Vertex; //vec4(normalize(gl_Vertex.xyz) * domeSize, 1.0);
// Ground point (skydome center) in eye coordinates
vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
// Calculate altitude as the distance from skydome center to camera
// Make it so that 0.0 is ground level and 1.0 is 100km (space) level
float altitude = distance(groundPoint, vec4(0.0, 0.0, 0.0, 1.0));
float scaledAltitude = altitude / realDomeSize;
// Camera's position, z is up!
float cameraRealAltitude = groundLevel + heightScale*scaledAltitude;
vec3 camera = vec3(0.0, 0.0, cameraRealAltitude);
vec3 sample = 5.0 * realVertex.xyz / domeSize; // Sample is the dome vertex
vec3 relativePosition = camera - sample; // Relative position
// Find intersection of skydome and view ray
float space = intersection(cameraRealAltitude, -normalize(relativePosition), 25.0);
if(space > 0.0) {
// We are in space, calculate correct positiondelta!
relativePosition -= space * normalize(relativePosition);
}
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vec3 positionDelta = relativePosition / fSamples;
float deltaLength = length(positionDelta); // Should multiply by something?
vec3 lightDirection = gl_LightSource[0].position.xyz;
// Cos theta of camera's position and sample point
// Since camera is 0,0,z, dot porduct is just the z coordinate
float cameraCosTheta;
// If sample is above camera, reverse ray direction
if(positionDelta.z < 0.0) cameraCosTheta = -positionDelta.z / deltaLength;
else cameraCosTheta = positionDelta.z / deltaLength;
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float cameraCosTheta1 = -positionDelta.z / deltaLength;
// Total attenuation from camera to skydome
float totalCameraScatter = outscatter(cameraCosTheta, scaledAltitude);
// Do numerical integration of scsattering function from skydome to camera
vec3 color = vec3(0.0);
for(int i = 0; i < nSamples; i++)
{
// Altitude of the sample point 0...1
float sampleAltitude = (length(sample) - groundLevel) / heightScale;
// Cosine between the angle of sample's up vector and sun
// Since lightDirection is in eye space, we must transform sample too
vec3 sampleUp = gl_NormalMatrix * normalize(sample);
float cosTheta = dot(sampleUp, lightDirection);
// Scattering from sky to sample point
float skyScatter = outscatter(cosTheta, sampleAltitude);
// Calculate the attenuation from this point to camera
// Again, reverse the direction if vertex is over the camera
float cameraScatter;
if(relativePosition.z < 0.0) { // Vertex is over the camera
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cameraCosTheta = -dot(normalize(positionDelta), normalize(sample));
cameraScatter = totalCameraScatter - outscatter(cameraCosTheta, sampleAltitude);
} else { // Vertex is below camera
cameraCosTheta = dot(normalize(positionDelta), normalize(sample));
cameraScatter = outscatter(cameraCosTheta, sampleAltitude) - totalCameraScatter;
}
// Total attenuation
vec3 totalAttenuate = 4.0 * 3.14159 * (rayleighK + mieK) * (-skyScatter - cameraScatter);
vec3 inScatter = exp(totalAttenuate - sampleAltitude*4.0);
color += inScatter * deltaLength;
sample += positionDelta;
}
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color *= sunIntensity;
ct = cameraCosTheta1;
rayleigh = rayleighK * color;
mie = mieK * color;
eye = gl_NormalMatrix * positionDelta;
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// We need to move the camera so that the dome appears to be centered around earth
// to make the dome render correctly!
float moveDown = -altitude; // Center dome on camera
moveDown += groundRadius;
moveDown += scaledAltitude * altitudeScale; // And move correctly according to altitude
// Vertex transformed correctly so that at 100km we are at space border
vec4 finalVertex = realVertex - vec4(0.0, 0.0, 1.0, 0.0) * moveDown;
// Transform
gl_Position = gl_ModelViewProjectionMatrix * finalVertex;
}