#version 120 // Atmospheric scattering shader for flightgear // Written by Lauri Peltonen (Zan) // Implementation of O'Neil's algorithm varying vec3 rayleigh; varying vec3 mie; varying vec3 eye; varying float ct; 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() { float cosTheta = dot(normalize(eye), gl_LightSource[0].position.xyz); vec3 color = rayleigh * rayleighPhase(cosTheta); color += mie * miePhase(cosTheta, -0.8); vec3 white = vec3(1.0,1.0,1.0); //float scale = dot(normalize(white),normalize(color)); //float scale1 = 1.0 - exp(-5.0 * length(color)); //float scale2 = length(color)/length(white); //if (scale1>1.0) color = color/scale1; //color = color/scale1; 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); vec3 fogColor = vec3 (gl_Fog.color.x, gl_Fog.color.y, gl_Fog.color.z); if (ct > -0.03) color = mix(color, fogColor ,smoothstep(0.2, -0.2, ct)); else color = mix (color, fogColor, smoothstep(0.2,-0.2,-0.03)); gl_FragColor = vec4(color, 1.0); gl_FragDepth = 0.1; }