/* * Common atmosphere rendering functions * * See https://www.shadertoy.com/view/msXXDS for a more complete description * of what the shader does and more references. * * All 4-component vectors in this file represent values sampled for the * following wavelengths: 630, 560, 490, 430 nm */ #version 330 core uniform vec4 aerosol_absorption_cross_section; uniform vec4 aerosol_scattering_cross_section; uniform float aerosol_base_density; uniform float aerosol_relative_background_density; uniform float aerosol_scale_height; uniform float aerosol_turbidity; uniform float fog_density; uniform float fog_scale_height; uniform float fog_height_offset; uniform float ozone_mean_dobson; uniform vec4 ground_albedo; uniform float fg_EarthRadius; const float RAYLEIGH_PHASE_SCALE = 0.05968310365946075091; // 3/(16*pi) const float HENYEY_ASYMMETRY = 0.8; const float HENYEY_ASYMMETRY2 = HENYEY_ASYMMETRY*HENYEY_ASYMMETRY; /* * Rayleigh scattering coefficient at sea level, units m^-1 * "Rayleigh-scattering calculations for the terrestrial atmosphere" * by Anthony Bucholtz (1995). */ const vec4 molecular_scattering_coefficient_base = vec4(6.605e-6, 1.067e-5, 1.842e-5, 3.156e-5); /* * Fog scattering/extinction cross section, units m^2 / molecules * Mie theory results for IOR of 1.333. Particle size is a log normal * distribution of mean diameter=15 and std deviation=0.4 */ const vec4 fog_scattering_cross_section = vec4(5.015e-10, 4.987e-10, 4.966e-10, 4.949e-10); /* * Ozone absorption cross section, units m^2 / molecules * "High spectral resolution ozone absorption cross-sections" * by V. Gorshelev et al. (2014). */ const vec4 ozone_absorption_cross_section = vec4(3.472e-25, 3.914e-25, 1.349e-25, 11.03e-27); // math.glsl float M_PI(); float M_2PI(); float M_1_PI(); float M_1_4PI(); float sqr(float x); //------------------------------------------------------------------------------ float get_earth_radius() { return fg_EarthRadius; } float get_atmosphere_radius() { return 6471e3; // m } /* * Helper function to obtain the transmittance to the top of the atmosphere * from the precomputed transmittance LUT. */ vec4 transmittance_from_lut(sampler2D lut, float cos_theta, float normalized_altitude) { float u = clamp(cos_theta * 0.5 + 0.5, 0.0, 1.0); float v = clamp(normalized_altitude, 0.0, 1.0); return texture(lut, vec2(u, v)); } /* * Returns the distance between ro and the first intersection with the sphere * or -1.0 if there is no intersection. The sphere's origin is (0,0,0). * -1.0 is also returned if the ray is pointing away from the sphere. */ float ray_sphere_intersection(vec3 ro, vec3 rd, float radius) { float b = dot(ro, rd); float c = dot(ro, ro) - radius*radius; if (c > 0.0 && b > 0.0) return -1.0; float d = b*b - c; if (d < 0.0) return -1.0; if (d > b*b) return (-b+sqrt(d)); return (-b-sqrt(d)); } /* * Rayleigh phase function. */ float molecular_phase_function(float cos_theta) { return RAYLEIGH_PHASE_SCALE * (1.0 + cos_theta*cos_theta); } /* * Henyey-Greenstrein phase function. */ float aerosol_phase_function(float cos_theta) { float den = 1.0 + HENYEY_ASYMMETRY2 + 2.0 * HENYEY_ASYMMETRY * cos_theta; return M_1_4PI() * (1.0 - HENYEY_ASYMMETRY2) / (den * sqrt(den)); } /* * Get the approximated multiple scattering contribution for a given point * within the atmosphere. */ vec4 get_multiple_scattering(sampler2D transmittance_lut, float cos_theta, float normalized_height, float d) { // Solid angle subtended by the planet from a point at d distance // from the planet center. float omega = M_2PI() * (1.0 - sqrt(sqr(d) - sqr(get_earth_radius())) / d); omega = max(0.0, omega); vec4 T_to_ground = transmittance_from_lut(transmittance_lut, cos_theta, 0.0); vec4 T_ground_to_sample = transmittance_from_lut(transmittance_lut, 1.0, 0.0) / transmittance_from_lut(transmittance_lut, 1.0, normalized_height); // 2nd order scattering from the ground vec4 L_ground = M_1_4PI() * omega * (ground_albedo * M_1_PI()) * T_to_ground * T_ground_to_sample * max(0.0, cos_theta); // Fit of Earth's multiple scattering coming from other points in the atmosphere vec4 L_ms = 0.02 * vec4(0.217, 0.347, 0.594, 1.0) * (1.0 / (1.0 + 5.0 * exp(-17.92 * cos_theta))); return L_ms + L_ground; } /* * Return the molecular volume scattering coefficient (m^-1) for a given altitude * in kilometers. */ vec4 get_molecular_scattering_coefficient(float h) { return molecular_scattering_coefficient_base * exp(-0.07771971 * pow(h, 1.16364243)); } /* * Return the molecular volume absorption coefficient (m^-1) for a given altitude * in kilometers. */ vec4 get_molecular_absorption_coefficient(float h) { h += 1e-4; // Avoid division by 0 float t = log(h) - 3.22261; float density = 3.78547397e17 * (1.0 / h) * exp(-t * t * 5.55555555); return ozone_absorption_cross_section * ozone_mean_dobson * density; } /* * Return the aerosol density for a given altitude in kilometers. */ float get_aerosol_density(float h) { return aerosol_turbidity * aerosol_base_density * (exp(-h / aerosol_scale_height) + aerosol_relative_background_density); } /* * Return the fog volume scattering coefficient (m^-1) for a given altitude in * kilometers. * * Fog (or mist, depending on density) is a special kind of aerosol consisting * of water droplets or ice crystals. Visibility is mostly dependent on fog. */ vec4 get_fog_scattering_coefficient(float h) { if (fog_density > 0.0) { return fog_scattering_cross_section * fog_density * min(1.0, exp((-h + fog_height_offset) / fog_scale_height)); } else { return vec4(0.0); } } /* * Get the collision coefficients (scattering and absorption) of the * atmospheric medium for a given point at an altitude h in meters. */ void get_atmosphere_collision_coefficients(in float h, out vec4 aerosol_absorption, out vec4 aerosol_scattering, out vec4 molecular_absorption, out vec4 molecular_scattering, out vec4 extinction) { h = max(h, 1e-3); // In case height is negative h *= 1e-3; // To km // Molecules molecular_absorption = get_molecular_absorption_coefficient(h); molecular_scattering = get_molecular_scattering_coefficient(h); // Aerosols float aerosol_density = get_aerosol_density(h); aerosol_absorption = aerosol_absorption_cross_section * aerosol_density; aerosol_scattering = aerosol_scattering_cross_section * aerosol_density; // Add contribution from fog aerosol_scattering += get_fog_scattering_coefficient(h); extinction = aerosol_absorption + aerosol_scattering + molecular_absorption + molecular_scattering; } /* * Any given ray inside the atmospheric medium can end in one of 3 places: * 1. The Earth's surface. * 2. Outer space. We define the boundary between space and the atmosphere * at the Kármán line (100 km above sea level). * 3. Any object within the atmosphere. */ float get_ray_end(vec3 ray_origin, vec3 ray_dir, float t_max) { float ray_altitude = length(ray_origin); // Handle the camera being underground float earth_radius = min(ray_altitude, get_earth_radius()); float atmos_dist = ray_sphere_intersection(ray_origin, ray_dir, get_atmosphere_radius()); float ground_dist = ray_sphere_intersection(ray_origin, ray_dir, earth_radius); float t_d; if (ray_altitude < get_atmosphere_radius()) { // We are inside the atmosphere if (ground_dist < 0.0) { // No ground collision, use the distance to the outer atmosphere t_d = atmos_dist; } else { // We have a collision with the ground, use the distance to it t_d = ground_dist; } } else { // We are in outer space // XXX: For now this is a flight simulator, not a space simulator t_d = -1.0; } return min(t_d, t_max); } /* * Compute the in-scattering integral of the volume rendering equation (VRE) * * The integral is solved numerically by ray marching. The final in-scattering * returned by this function is a 4D vector of the spectral radiance sampled for * the 4 wavelengths at the top of this file. To obtain an RGB triplet, the * spectral radiance must be multiplied by the spectral irradiance of the Sun * and converted to sRGB. */ vec4 compute_inscattering(in vec3 ray_origin, in vec3 ray_dir, in float t_max, in vec3 sun_dir, in int steps, in sampler2D transmittance_lut, out vec4 transmittance) { float cos_theta = dot(-ray_dir, sun_dir); float molecular_phase = molecular_phase_function(cos_theta); float aerosol_phase = aerosol_phase_function(cos_theta); float dt = t_max / float(steps); vec4 L_inscattering = vec4(0.0); transmittance = vec4(1.0); for (int i = 0; i < steps; ++i) { float t = (float(i) + 0.5) * dt; vec3 x_t = ray_origin + ray_dir * t; float distance_to_earth_center = length(x_t); vec3 zenith_dir = x_t / distance_to_earth_center; float altitude = distance_to_earth_center - get_earth_radius(); float normalized_altitude = altitude / (get_atmosphere_radius() - get_earth_radius()); float sample_cos_theta = dot(zenith_dir, sun_dir); vec4 aerosol_absorption, aerosol_scattering; vec4 molecular_absorption, molecular_scattering; vec4 extinction; get_atmosphere_collision_coefficients( altitude, aerosol_absorption, aerosol_scattering, molecular_absorption, molecular_scattering, extinction); vec4 transmittance_to_sun = transmittance_from_lut( transmittance_lut, sample_cos_theta, normalized_altitude); vec4 ms = get_multiple_scattering( transmittance_lut, sample_cos_theta, normalized_altitude, distance_to_earth_center); vec4 S = molecular_scattering * (molecular_phase * transmittance_to_sun + ms) + aerosol_scattering * (aerosol_phase * transmittance_to_sun + ms); vec4 step_transmittance = exp(-dt * extinction); // Energy-conserving analytical integration // "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" // by Sébastien Hillaire vec4 S_int = (S - S * step_transmittance) / max(extinction, 1e-7); L_inscattering += transmittance * S_int; transmittance *= step_transmittance; } return L_inscattering; }