#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; uniform float hazeLayerAltitude; uniform float terminator; uniform float avisibility; uniform float visibility; uniform float terrain_alt; 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; // 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; const float EarthRadius = 5800000.0; // 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); // light_func is a generalized logistic function fit to the light intensity as a function // of scaled terminator position obtained from Flightgear core float light_func (in float x, in float a, in float b, in float c, in float d, in float e) { x = x - 0.5; // use the asymptotics to shorten computations if (x > 30.0) {return e;} if (x < -15.0) {return 0.0;} return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); } // 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) { 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; // the local horizon angle float radiusEye = EarthRadius + altitude; float ctterrain = -sqrt(radiusEye * radiusEye - EarthRadius * EarthRadius)/radiusEye; // 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); } 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 product 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; float cameraCosTheta1 = -positionDelta.z / deltaLength; // Total attenuation from camera to skydome float totalCameraScatter = outscatter(cameraCosTheta, scaledAltitude); // Do numerical integration of scattering function from skydome to camera vec3 color = vec3(0.0); // no scattering integrations where terrain is later drawn if (cameraCosTheta1 > (ctterrain-0.05)) { 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 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; } } color *= sunIntensity; ct = cameraCosTheta1; rayleigh = rayleighK * color; mie = mieK * color; eye = gl_NormalMatrix * positionDelta; // 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; // prepare some stuff for a ground haze layer delta_z = hazeLayerAltitude - altitude; alt = altitude; // establish coordinates relative to sun position vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0) ); vec3 relVector = normalize(finalVertex.xyz - ep.xyz); // and compute the twilight shading // yprime is the coordinate from/towards terminator float yprime; if (alt > hazeLayerAltitude) // we're looking from above and can see far { if (ct < 0.0) { yprime = -dot(relVector,lightHorizon) * altitude/-(ct-0.001); yprime = yprime -sqrt(2.0 * EarthRadius * hazeLayerAltitude); } else // the only haze we see looking up is overcast, assume its altitude { yprime = -dot(relVector,lightHorizon) * avisibility; yprime = yprime -sqrt(2.0 * EarthRadius * 10000.0); } } else {yprime = -dot(relVector,lightHorizon) * avisibility; yprime = yprime -sqrt(2.0 * EarthRadius * hazeLayerAltitude); } if (terminator > 1000000.0){yprime = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);} //float edgeAlt = max(hazeLayerAltitude - (alt-terrain_alt)/avisibility * visibility, terrain_alt); //yprime = yprime -sqrt(2.0 * EarthRadius * edgeAlt); float terminator_width = 200000.0; earthShade = 0.9 * smoothstep((terminator_width+ terminator), (-terminator_width + terminator), yprime) + 0.1; //hazeColor = vec3 (gl_LightSource[0].diffuse.x, gl_LightSource[0].diffuse.y, gl_LightSource[0].diffuse.z); //hazeColor.x = hazeColor.x * 0.83; //hazeColor.y = hazeColor.y * 0.9; float lightArg = (terminator-yprime)/100000.0; vec4 light_diffuse; light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.527, 1.08e-05, 1.0); light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); light_diffuse.a = 0.0; hazeColor = light_diffuse.xyz; float intensity = length(hazeColor.xyz); float mie_magnitude = 0.5 * smoothstep(350000.0, 150000.0, terminator -sqrt(2.0 * EarthRadius * terrain_alt)); float mie_angle = (0.5 * dot(normalize(relVector), normalize(lightFull)) ) + 0.5; hazeColor = intensity * ((1.0 - mie_magnitude) + mie_magnitude * mie_angle) * normalize(mix(hazeColor, vec3 (0.5, 0.58, 0.65), mie_magnitude * (0.5 - 0.5 * mie_angle)) ); // high altitude desaturation - would be best here this causes a box-like bug for some reason // so it moved to the fragment shader where it has no issues //float intensity = length(hazeColor.xyz); //hazeColor = intensity * normalize (mix(hazeColor, intensity * vec3 (1.0,1.0,1.0), 0.8* smoothstep(5000.0, 50000.0, alt))); // Transform gl_Position = gl_ModelViewProjectionMatrix * finalVertex; }