70 lines
2 KiB
GLSL
70 lines
2 KiB
GLSL
|
#version 330 core
|
||
|
|
||
|
layout(location = 0) out vec4 fragColor;
|
||
|
|
||
|
in VS_OUT {
|
||
|
vec2 texcoord;
|
||
|
vec3 vertex_normal;
|
||
|
vec3 view_vector;
|
||
|
} fs_in;
|
||
|
|
||
|
uniform sampler2D color_tex;
|
||
|
uniform sampler2D transmittance_tex;
|
||
|
|
||
|
uniform vec3 fg_SunDirection;
|
||
|
uniform float fg_CameraDistanceToEarthCenter;
|
||
|
uniform float fg_EarthRadius;
|
||
|
uniform vec3 fg_CameraViewUp;
|
||
|
|
||
|
const float ATMOSPHERE_RADIUS = 6471e3;
|
||
|
|
||
|
// math.glsl
|
||
|
float M_1_PI();
|
||
|
// color.glsl
|
||
|
vec3 eotf_inverse_sRGB(vec3 srgb);
|
||
|
// normalmap.glsl
|
||
|
vec3 perturb_normal(vec3 N, vec3 V, vec2 texcoord);
|
||
|
// atmos_spectral.glsl
|
||
|
vec4 get_sun_spectral_irradiance();
|
||
|
vec3 linear_srgb_from_spectral_samples(vec4 L);
|
||
|
// exposure.glsl
|
||
|
vec3 apply_exposure(vec3 color);
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 albedo = eotf_inverse_sRGB(texture(color_tex, fs_in.texcoord).rgb);
|
||
|
|
||
|
vec3 N = normalize(fs_in.vertex_normal);
|
||
|
N = perturb_normal(N, fs_in.view_vector, fs_in.texcoord);
|
||
|
|
||
|
float NdotL = max(dot(N, fg_SunDirection), 0.0);
|
||
|
|
||
|
vec3 V = normalize(fs_in.view_vector);
|
||
|
|
||
|
// Simple Lambertian BRDF
|
||
|
vec3 color = albedo * M_1_PI() * NdotL
|
||
|
* linear_srgb_from_spectral_samples(get_sun_spectral_irradiance());
|
||
|
|
||
|
// Apply aerial perspective
|
||
|
float normalized_altitude =
|
||
|
(fg_CameraDistanceToEarthCenter - fg_EarthRadius)
|
||
|
/ (ATMOSPHERE_RADIUS - fg_EarthRadius);
|
||
|
float cos_theta = dot(-V, fg_CameraViewUp);
|
||
|
|
||
|
vec2 uv = vec2(cos_theta * 0.5 + 0.5, clamp(normalized_altitude, 0.0, 1.0));
|
||
|
vec4 transmittance = texture(transmittance_tex, uv);
|
||
|
|
||
|
// The proper thing would be to have spectral albedo data for the moon,
|
||
|
// but that's too much work for little return. Just approximate the
|
||
|
// transmittance by taking the average of the four spectral samples.
|
||
|
color *= dot(transmittance, vec4(0.25));
|
||
|
|
||
|
// Pre-expose
|
||
|
color = apply_exposure(color);
|
||
|
|
||
|
// Final color = transmittance * moon color + sky inscattering
|
||
|
// In this frag shader we output the multiplication part, and the sky
|
||
|
// in-scattering is added by doing additive blending on top of the skydome.
|
||
|
fragColor = vec4(color, 1.0);
|
||
|
}
|