/** * 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 higher order scattering (line 9 in algorithm 4.1) uniform float r; uniform vec4 dhdH; uniform int layer; uniform sampler3D deltaJSampler; #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_ vec3 integrand(float r, float mu, float muS, float nu, float t) { float ri = ieeesqrt(r * r + t * t + 2.0 * r * mu * t); float mui = (r * mu + t) / ri; float muSi = (nu * t + muS * r) / ri; return texture4D(deltaJSampler, ri, mui, muSi, nu).rgb * transmittance(r, mu, t); } vec3 inscatter(float r, float mu, float muS, float nu) { vec3 raymie = vec3(0.0); float dx = limit(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES); float xi = 0.0; vec3 raymiei = integrand(r, mu, muS, nu, 0.0); for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) { float xj = float(i) * dx; vec3 raymiej = integrand(r, mu, muS, nu, xj); raymie += (raymiei + raymiej) / 2.0 * dx; xi = xj; raymiei = raymiej; } return raymie; } void main() { float mu, muS, nu; getMuMuSNu(r, dhdH, mu, muS, nu); gl_FragColor.rgb = inscatter(r, mu, muS, nu); } #endif