82d415cbd4
Now the properties of the atmospheric medium can be changed through the property tree.
94 lines
3 KiB
GLSL
94 lines
3 KiB
GLSL
#version 330 core
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uniform sampler2D aerial_perspective_tex;
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uniform sampler2D transmittance_tex;
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uniform vec3 fg_SunDirectionWorld;
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uniform float fg_CameraDistanceToEarthCenter;
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uniform float fg_SunZenithCosTheta;
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uniform float fg_EarthRadius;
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const float AP_SLICE_COUNT = 32.0;
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const float AP_MAX_DEPTH = 128000.0;
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const float AP_SLICE_WIDTH_PIXELS = 32.0;
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const float AP_SLICE_SIZE = 1.0 / AP_SLICE_COUNT;
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const float AP_TEXEL_WIDTH = 1.0 / (AP_SLICE_COUNT * AP_SLICE_WIDTH_PIXELS);
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const float ATMOSPHERE_RADIUS = 6471e3;
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// atmos_spectral.glsl
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vec4 get_sun_spectral_irradiance();
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vec3 linear_srgb_from_spectral_samples(vec4 L);
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vec4 sample_aerial_perspective_slice(sampler2D lut, vec2 coord, float slice)
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{
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// Sample at the pixel center
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float offset = slice * AP_SLICE_SIZE + AP_TEXEL_WIDTH * 0.5;
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float x = coord.x * (AP_SLICE_SIZE - AP_TEXEL_WIDTH) + offset;
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return texture(lut, vec2(x, coord.y));
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}
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vec4 sample_aerial_perspective(sampler2D lut, vec2 coord, float depth)
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{
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vec4 color;
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float w = sqrt(clamp(depth / AP_MAX_DEPTH, 0.0, 1.0));
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float x = w * AP_SLICE_COUNT;
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if (x <= 1.0) {
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// Handle special case of fragments behind the first slice
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color = mix(vec4(0.0, 0.0, 0.0, 1.0),
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sample_aerial_perspective_slice(lut, coord, 0),
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x);
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} else {
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// Manually interpolate between slices
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x -= 1.0;
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color = mix(sample_aerial_perspective_slice(lut, coord, floor(x)),
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sample_aerial_perspective_slice(lut, coord, ceil(x)),
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fract(x));
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}
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return color;
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}
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vec4 get_aerial_perspective(vec2 coord, float depth)
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{
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return sample_aerial_perspective(aerial_perspective_tex, coord, depth);
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}
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vec3 mix_aerial_perspective(vec3 color, vec4 ap)
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{
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return color * ap.a + ap.rgb;
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}
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vec3 add_aerial_perspective(vec3 color, vec2 coord, float depth)
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{
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return mix_aerial_perspective(color, get_aerial_perspective(coord, depth));
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}
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/*
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* Get the Sun radiance at a point 'p' in world space.
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* We cannot use the Sun extraterrestial irradiance directly because it will be
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* attenuated by the transmittance of the atmospheric medium.
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*/
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vec3 get_sun_radiance(vec3 p)
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{
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float distance_to_earth_center = length(p);
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float normalized_altitude = (distance_to_earth_center - fg_EarthRadius)
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/ (ATMOSPHERE_RADIUS - fg_EarthRadius);
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vec3 zenith_dir = p / distance_to_earth_center;
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float sun_cos_theta = dot(zenith_dir, fg_SunDirectionWorld);
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float u = sun_cos_theta * 0.5 + 0.5;
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float v = clamp(normalized_altitude, 0.0, 1.0);
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vec4 transmittance = texture(transmittance_tex, vec2(u, v));
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vec4 L = get_sun_spectral_irradiance() * transmittance;
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return linear_srgb_from_spectral_samples(L);
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}
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vec3 get_sun_radiance_sea_level()
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{
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vec2 uv = vec2(fg_SunZenithCosTheta * 0.5 + 0.5, 0.0);
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vec4 transmittance = texture(transmittance_tex, uv);
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vec4 L = get_sun_spectral_irradiance() * transmittance;
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return linear_srgb_from_spectral_samples(L);
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}
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