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fgdata/Shaders/HDR/atmos_aerial_perspective.frag

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2.4 KiB
GLSL

/*
* Render the aerial perspective LUT, similar to
* "A Scalable and Production Ready Sky and Atmosphere Rendering Technique"
* by Sébastien Hillaire (2020).
*
* Unlike the paper, we are using a tiled 2D texture instead of a true 3D
* texture. For some reason the overhead of rendering to a texture many times
* (the depth of the 3D texture) seems to be too high, probably because OSG is
* not sharing state between those passes.
*/
#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texcoord;
uniform sampler2D transmittance_lut;
uniform mat4 fg_ViewMatrixInverse;
uniform vec3 fg_CameraPositionCart;
uniform vec3 fg_SunDirectionWorld;
const float AP_SLICE_COUNT = 32.0;
const float AP_MAX_DEPTH = 128000.0;
const int AERIAL_PERSPECTIVE_STEPS = 20;
// pos_from_depth.glsl
vec3 get_view_space_from_depth(vec2 uv, float depth);
// atmos.glsl
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);
// atmos_spectral.glsl
vec4 get_sun_spectral_irradiance();
vec3 linear_srgb_from_spectral_samples(vec4 L);
void main()
{
// Account for the depth slice we are currently in. Depth goes from 0 to
// DEPTH_RANGE in a squared distribution. The first slice is not 0 since
// that would waste a slice.
float x = texcoord.x * AP_SLICE_COUNT;
float slice = ceil(x);
float w = slice / AP_SLICE_COUNT; // [0,1]
float depth = w*w * AP_MAX_DEPTH;
vec2 coord = vec2(fract(x), texcoord.y);
vec3 frag_pos = get_view_space_from_depth(coord, 1.0);
vec3 ray_dir = vec4(fg_ViewMatrixInverse * vec4(normalize(frag_pos), 0.0)).xyz;
vec4 transmittance;
vec4 L = compute_inscattering(fg_CameraPositionCart,
ray_dir,
depth,
fg_SunDirectionWorld,
AERIAL_PERSPECTIVE_STEPS,
transmittance_lut,
transmittance);
// In-scattering
fragColor.rgb = linear_srgb_from_spectral_samples(
L * get_sun_spectral_irradiance());
// Transmittance
fragColor.a = dot(transmittance, vec4(0.25));
}