#version 120
 
// Atmospheric scattering shader for flightgear
// Written by Lauri Peltonen (Zan)
// Implementation of O'Neil's algorithm
// Ground haze layer added by Thorsten Renk
 
varying vec3 rayleigh;
varying vec3 mie;
varying vec3 eye;
varying vec3 hazeColor;
varying float ct;
//varying float cosphi;
varying float delta_z;
varying float alt;
varying float earthShade;
 
uniform float overcast;
uniform float saturation;
uniform float visibility;
uniform float avisibility;
uniform float scattering;
uniform float cloud_self_shading;

const float EarthRadius = 5800000.0;

float miePhase(in float cosTheta, in float g)
{
  float g2 = g*g;
  float a = 1.5 * (1.0 - g2);
  float b = (2.0 + g2);
  float c = 1.0 + cosTheta*cosTheta;
  float d = pow(1.0 + g2 - 2.0 * g * cosTheta, 0.6667);
 
  return (a*c) / (b*d);
}
 
float rayleighPhase(in float cosTheta)
{
  //return 1.5 * (1.0 + cosTheta*cosTheta);
  return 1.5 * (2.0 + 0.5*cosTheta*cosTheta);
}
 
 
 
void main()
{

  vec3 shadedFogColor = vec3(0.65, 0.67, 0.78);
  float cosTheta = dot(normalize(eye), gl_LightSource[0].position.xyz);
 
  // position of the horizon line

  float lAltitude = alt + delta_z;
  float radiusEye = EarthRadius + alt;
  float radiusLayer = EarthRadius + lAltitude;
  float cthorizon;
  float ctterrain;

  if (radiusEye > radiusLayer) cthorizon = -sqrt(radiusEye * radiusEye - radiusLayer * radiusLayer)/radiusEye;
  else cthorizon = sqrt(radiusLayer * radiusLayer - radiusEye * radiusEye)/radiusLayer;

  ctterrain = -sqrt(radiusEye * radiusEye - EarthRadius * EarthRadius)/radiusEye;

  vec3 color = rayleigh * rayleighPhase(cosTheta);
  color += mie * miePhase(cosTheta, -0.8);

  vec3 black = vec3(0.0,0.0,0.0);

  
  float ovc = overcast;



  float sat = 1.0 - ((1.0 - saturation) * 2.0);
  if (sat < 0.3) sat = 0.3;


 // float wscale = 1.732;
  
// an overexposure filter, the log() seems to be pretty expensive though

//  if (color.x > 0.8) color.x = 0.8 + 0.8* log(color.x/0.8);
//  if (color.y > 0.8) color.y = 0.8 + 0.8* log(color.y/0.8);
//  if (color.z > 0.8) color.z = 0.8 + 0.8* log(color.z/0.8);

  
// a different exposure filter  
//color.x = 1.0 - exp(-1.3 * color.x);
//color.y = 1.0 - exp(-1.3 * color.y);
//color.z = 1.0 - exp(-1.3 * color.z);

if (color.r > 0.58) color.r = 1.0 - exp(-1.5 * color.r);
if (color.g > 0.58) color.g = 1.0 - exp(-1.5 * color.g);
if (color.b > 0.58) color.b = 1.0 - exp(-1.5 * color.b);
  
// reduce the whiteout near the horizon generated by the single scattering approximation

//if (ct > cthorizon) color = mix(color, black ,smoothstep(0.2+cthorizon, -0.2+cthorizon, ct));
//else color = mix (color, black, smoothstep(0.2+cthorizon,-0.2+cthorizon,  cthorizon));




// fog computations for a ground haze layer, extending from zero to lAltitude



float transmission;
float vAltitude;
float delta_zv;

float costheta = ct;

float vis = min(visibility, avisibility);

// hack - in an effect volume the visibility only may be reduced, so we take care here
//if (avisibility < visibility){vis = avisibility;}

 if (delta_z > 0.0) // we're inside the layer
	{
  	if (costheta>0.0 + ctterrain) // looking up, view ray intersecting upper layer edge
		{
		transmission  = exp(-min((delta_z/max(costheta,0.1)),25000.0)/vis);
		//transmission = 1.0;
		vAltitude = min(vis * costheta, delta_z);
  		delta_zv = delta_z - vAltitude;
		}

	else // looking down, view range intersecting terrain (which may not be drawn)
		{
		transmission = exp(alt/vis/costheta);
		vAltitude = min(-vis * costheta, alt);
  		delta_zv = delta_z + vAltitude;
		}
	}
  else // we see the layer from above
	{	
	if (costheta < 0.0 + cthorizon) 
		{
		transmission = exp(-min(lAltitude/abs(costheta),25000.0)/vis);
		transmission = transmission * exp(-alt/avisibility/abs(costheta));
		transmission = 1.0 - (1.0 - transmission) * smoothstep(0+cthorizon, -0.02+cthorizon, costheta);
   		vAltitude = min(lAltitude, -vis * costheta);
		delta_zv = vAltitude; 
		}
	else
		{	
		transmission = 1.0;
		delta_zv = 0.0;
		}
	}

// combined intensity reduction by cloud shading and fog self-shading, corrected for Weber-Fechner perception law

//float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(avisibility, 1.5 * avisibility, -alt/costheta);

float eqColorFactor = 1.0 - 0.1 * delta_zv/vis - (1.0 - min(scattering,cloud_self_shading));


// there's always residual intensity, we should never be driven to zero
if (eqColorFactor < 0.2) eqColorFactor = 0.2;


// postprocessing of haze color
vec3 hColor = hazeColor;


// high altitude desaturation
float intensity = length(hColor);
hColor = intensity * normalize (mix(hColor, intensity * vec3 (1.0,1.0,1.0), 0.7* smoothstep(5000.0, 50000.0, alt)));

// blue hue
hColor.x = 0.83 * hColor.x;
hColor.y = 0.9 * hColor.y;



// further blueshift when in shadow, either cloud shadow, or self-shadow or Earth shadow, dependent on indirect 
// light

float fade_out = max(0.65 - 0.3 *overcast, 0.45);
intensity = length(hColor);
vec3 oColor = hColor;
oColor = intensity * normalize(mix(oColor,  shadedFogColor, (smoothstep(0.1,1.0,ovc)))); 
color = ovc *  mix(color, oColor * earthShade ,smoothstep(-0.1+ctterrain, 0.0+ctterrain, ct)) + (1-ovc) * color;
hColor = intensity * normalize(mix(hColor,  1.5 * shadedFogColor, 1.0 -smoothstep(0.25, fade_out,earthShade) ));
hColor = intensity * normalize(mix(hColor,  shadedFogColor, (1.0 - smoothstep(0.5,0.9,eqColorFactor)))); 
//hColor = intensity * normalize(mix(hColor,  shadedFogColor, (1.0 - smoothstep(0.5,0.9,cloud_self_shading)) )); 
hColor = hColor * earthShade;

// accounting for overcast and saturation 



color = sat * color + (1.0 - sat) * mix(color, black, smoothstep(0.4+cthorizon,0.2+cthorizon,ct));


// the terrain below the horizon gets drawn in one optical thickness
vec3 terrainHazeColor = eqColorFactor * hColor;	
color = mix(color, terrainHazeColor ,smoothstep(0.01 + ctterrain, 0.0+ctterrain, ct));

// mix fog the skydome with the right amount of haze

color = transmission * color  + (1.0-transmission) * eqColorFactor * hColor;


  gl_FragColor = vec4(color, 1.0);
  gl_FragDepth = 0.1;

}