2021-07-28 07:40:04 +00:00
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// An implementation of Sébastien Hillaire's "A Scalable and Production Ready
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// Sky and Atmosphere Rendering Technique".
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//
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// This shader generates the sky-view texture. Since the sky generally has low
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// frequency detail, it's possible to pre-compute it on a small texture and
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// sample it later when rendering the skydome. This effectively bypasses the
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// need for raymarching on screen-sized textures, which is specially costly on
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// larger resolutions like 4K.
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2021-07-26 10:10:58 +00:00
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#version 330 core
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out vec3 fragColor;
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in vec2 texCoord;
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uniform vec3 fg_CameraPositionCart;
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uniform vec3 fg_CameraPositionGeod;
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uniform vec3 fg_SunDirectionWorld;
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2021-07-28 07:40:04 +00:00
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uniform sampler2D transmittance_lut;
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uniform sampler2D multiscattering_lut;
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2021-07-26 10:10:58 +00:00
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const float PI = 3.141592653;
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2021-07-28 07:40:04 +00:00
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const float ATMOSPHERE_RADIUS = 6471e3;
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const int SCATTERING_SAMPLES = 32;
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float raySphereIntersection(vec3 ro, vec3 rd, float radius);
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vec3 sampleMedium(in float height,
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out float mieScattering, out float mieAbsorption,
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out vec3 rayleighScattering, out vec3 ozoneAbsorption);
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float miePhaseFunction(float cosTheta);
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float rayleighPhaseFunction(float cosTheta);
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vec3 getValueFromLUT(sampler2D lut, float sunCosTheta, float normalizedHeight);
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2021-07-26 10:10:58 +00:00
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void main()
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{
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// Always leave the sun right in the middle of the texture as the skydome
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// model is already being rotated.
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2021-07-28 07:40:04 +00:00
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vec3 up = normalize(fg_CameraPositionCart);
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float sunCosTheta = dot(fg_SunDirectionWorld, up);
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vec3 sunDir = vec3(-sqrt(1.0 - sunCosTheta*sunCosTheta), 0.0, sunCosTheta);
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2021-07-26 10:10:58 +00:00
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float azimuth = 2.0 * PI * texCoord.x; // [0, 2pi]
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// Apply a non-linear transformation to the elevation to dedicate more
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// texels to the horizon, which is where having more detail matters.
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float l = texCoord.y * 2.0 - 1.0;
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float elev = l*l * sign(l) * PI * 0.5; // [-pi/2, pi/2]
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vec3 rayDir = vec3(cos(elev) * cos(azimuth), cos(elev) * sin(azimuth), sin(elev));
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2021-07-28 07:40:04 +00:00
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float cameraHeight = length(fg_CameraPositionCart);
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float earthRadius = cameraHeight - fg_CameraPositionGeod.z;
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vec3 rayOrigin = vec3(0.0, 0.0, cameraHeight);
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float atmosDist = raySphereIntersection(rayOrigin, rayDir, ATMOSPHERE_RADIUS);
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float groundDist = raySphereIntersection(rayOrigin, rayDir, earthRadius);
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float tmax;
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if (cameraHeight < ATMOSPHERE_RADIUS) {
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// We are inside the atmosphere
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if (groundDist < 0.0) {
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// No ground collision, use the distance to the outer atmosphere
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tmax = atmosDist;
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} else {
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// Use the distance to the ground
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tmax = groundDist;
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}
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} else {
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// We are in outer space, skip
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fragColor = vec3(0.0);
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return;
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}
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float cosTheta = dot(rayDir, sunDir);
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float miePhase = miePhaseFunction(cosTheta);
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float rayleighPhase = rayleighPhaseFunction(-cosTheta);
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vec3 L = vec3(0.0);
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vec3 throughput = vec3(1.0);
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float t = 0.0;
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for (int i = 0; i < SCATTERING_SAMPLES; ++i) {
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float newT = ((float(i) + 0.3) / SCATTERING_SAMPLES) * tmax;
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float dt = newT - t;
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t = newT;
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vec3 samplePos = rayOrigin + rayDir * t;
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float height = length(samplePos) - earthRadius;
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float normalizedHeight = height / (ATMOSPHERE_RADIUS - earthRadius);
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float mieScattering, mieAbsorption;
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vec3 rayleighScattering, ozoneAbsorption;
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vec3 extinction = sampleMedium(height, mieScattering, mieAbsorption,
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rayleighScattering, ozoneAbsorption);
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vec3 sampleTransmittance = exp(-dt*extinction);
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vec3 sunTransmittance = getValueFromLUT(
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transmittance_lut, sunCosTheta, normalizedHeight);
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vec3 multiscattering = getValueFromLUT(
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multiscattering_lut, sunCosTheta, normalizedHeight);
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vec3 S =
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rayleighScattering * (rayleighPhase * sunTransmittance + multiscattering) +
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mieScattering * (miePhase * sunTransmittance + multiscattering);
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vec3 Sint = (S - S * sampleTransmittance) / extinction;
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L += throughput * Sint;
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throughput *= sampleTransmittance;
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}
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fragColor = L;
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2021-07-26 10:10:58 +00:00
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}
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