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