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authorMathias Froehlich <Mathias.Froehlich@web.de>2011-01-31 07:34:20 +0100
committerMathias Froehlich <Mathias.Froehlich@web.de>2011-01-31 07:34:20 +0100
commitdebc0308161e2a7b6203e84d853933072730c196 (patch)
tree0fbf615aa792b4c68693c941fa675bb68f56824e /inscatterS.glsl
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+/**
+ * Precomputed Atmospheric Scattering
+ * Copyright (c) 2008 INRIA
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * 3. Neither the name of the copyright holders nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
+ * THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/**
+ * Author: Eric Bruneton
+ */
+
+// computes deltaJ (line 7 in algorithm 4.1)
+
+uniform float r;
+uniform vec4 dhdH;
+uniform int layer;
+
+uniform sampler2D deltaESampler;
+uniform sampler3D deltaSRSampler;
+uniform sampler3D deltaSMSampler;
+uniform float first;
+
+#ifdef _VERTEX_
+
+void main() {
+ gl_Position = gl_Vertex;
+}
+
+#endif
+
+#ifdef _GEOMETRY_
+#extension GL_EXT_geometry_shader4 : enable
+
+void main() {
+ gl_Position = gl_PositionIn[0];
+ gl_Layer = layer;
+ EmitVertex();
+ gl_Position = gl_PositionIn[1];
+ gl_Layer = layer;
+ EmitVertex();
+ gl_Position = gl_PositionIn[2];
+ gl_Layer = layer;
+ EmitVertex();
+ EndPrimitive();
+}
+
+#endif
+
+#ifdef _FRAGMENT_
+
+const float dphi = M_PI / float(INSCATTER_SPHERICAL_INTEGRAL_SAMPLES);
+const float dtheta = M_PI / float(INSCATTER_SPHERICAL_INTEGRAL_SAMPLES);
+
+void inscatter(float r, float mu, float muS, float nu, out vec3 raymie) {
+ r = clamp(r, Rg, Rt);
+ mu = clamp(mu, -1.0, 1.0);
+ muS = clamp(muS, -1.0, 1.0);
+ float var = sqrt(1.0 - mu * mu) * sqrt(1.0 - muS * muS);
+ nu = clamp(nu, muS * mu - var, muS * mu + var);
+
+ float cthetamin = -sqrt(1.0 - (Rg / r) * (Rg / r));
+
+ vec3 v = vec3(sqrt(1.0 - mu * mu), 0.0, mu);
+ float sx = v.x == 0.0 ? 0.0 : (nu - muS * mu) / v.x;
+ vec3 s = vec3(sx, sqrt(max(0.0, 1.0 - sx * sx - muS * muS)), muS);
+
+ raymie = vec3(0.0);
+
+ // integral over 4.PI around x with two nested loops over w directions (theta,phi) -- Eq (7)
+ for (int itheta = 0; itheta < INSCATTER_SPHERICAL_INTEGRAL_SAMPLES; ++itheta) {
+ float theta = (float(itheta) + 0.5) * dtheta;
+ float ctheta = cos(theta);
+
+ float greflectance = 0.0;
+ float dground = 0.0;
+ vec3 gtransp = vec3(0.0);
+ if (ctheta < cthetamin) { // if ground visible in direction w
+ // compute transparency gtransp between x and ground
+ greflectance = AVERAGE_GROUND_REFLECTANCE / M_PI;
+ dground = -r * ctheta - sqrt(r * r * (ctheta * ctheta - 1.0) + Rg * Rg);
+ gtransp = transmittance(Rg, -(r * ctheta + dground) / Rg, dground);
+ }
+
+ for (int iphi = 0; iphi < 2 * INSCATTER_SPHERICAL_INTEGRAL_SAMPLES; ++iphi) {
+ float phi = (float(iphi) + 0.5) * dphi;
+ float dw = dtheta * dphi * sin(theta);
+ vec3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), ctheta);
+
+ float nu1 = dot(s, w);
+ float nu2 = dot(v, w);
+ float pr2 = phaseFunctionR(nu2);
+ float pm2 = phaseFunctionM(nu2);
+
+ // compute irradiance received at ground in direction w (if ground visible) =deltaE
+ vec3 gnormal = (vec3(0.0, 0.0, r) + dground * w) / Rg;
+ vec3 girradiance = irradiance(deltaESampler, Rg, dot(gnormal, s));
+
+ vec3 raymie1; // light arriving at x from direction w
+
+ // first term = light reflected from the ground and attenuated before reaching x, =T.alpha/PI.deltaE
+ raymie1 = greflectance * girradiance * gtransp;
+
+ // second term = inscattered light, =deltaS
+ if (first == 1.0) {
+ // first iteration is special because Rayleigh and Mie were stored separately,
+ // without the phase functions factors; they must be reintroduced here
+ float pr1 = phaseFunctionR(nu1);
+ float pm1 = phaseFunctionM(nu1);
+ vec3 ray1 = texture4D(deltaSRSampler, r, w.z, muS, nu1).rgb;
+ vec3 mie1 = texture4D(deltaSMSampler, r, w.z, muS, nu1).rgb;
+ raymie1 += ray1 * pr1 + mie1 * pm1;
+ } else {
+ raymie1 += texture4D(deltaSRSampler, r, w.z, muS, nu1).rgb;
+ }
+
+ // light coming from direction w and scattered in direction v
+ // = light arriving at x from direction w (raymie1) * SUM(scattering coefficient * phaseFunction)
+ // see Eq (7)
+ raymie += raymie1 * (betaR * exp(-(r - Rg) / HR) * pr2 + betaMSca * exp(-(r - Rg) / HM) * pm2) * dw;
+ }
+ }
+
+ // output raymie = J[T.alpha/PI.deltaE + deltaS] (line 7 in algorithm 4.1)
+}
+
+void main() {
+ vec3 raymie;
+ float mu, muS, nu;
+ getMuMuSNu(r, dhdH, mu, muS, nu);
+ inscatter(r, mu, muS, nu, raymie);
+ gl_FragColor.rgb = raymie;
+}
+
+#endif
+