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