/** * 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 transmittance table T using Eq (5) #ifdef _VERTEX_ void main() { gl_Position = gl_Vertex; } #else void getTransmittanceRMu(out float r, out float muS) { r = gl_FragCoord.y / float(TRANSMITTANCE_H); muS = gl_FragCoord.x / float(TRANSMITTANCE_W); #ifdef TRANSMITTANCE_NON_LINEAR r = Rg + (r * r) * (Rt - Rg); muS = -0.15 + tan(1.5 * muS) / tan(1.5) * (1.0 + 0.15); #else r = Rg + r * (Rt - Rg); muS = -0.15 + muS * (1.0 + 0.15); #endif } float opticalDepth(float H, float r, float mu) { float result = 0.0; float dx = limit(r, mu) / float(TRANSMITTANCE_INTEGRAL_SAMPLES); float xi = 0.0; float yi = exp(-(r - Rg) / H); for (int i = 1; i <= TRANSMITTANCE_INTEGRAL_SAMPLES; ++i) { float xj = float(i) * dx; float yj = exp(-(ieeesqrt(r * r + xj * xj + 2.0 * xj * r * mu) - Rg) / H); result += (yi + yj) / 2.0 * dx; xi = xj; yi = yj; } return mu < -ieeesqrt(1.0 - (Rg / r) * (Rg / r)) ? 1e9 : result; } void main() { float r, muS; getTransmittanceRMu(r, muS); vec3 depth = betaR * opticalDepth(HR, r, muS) + betaMEx * opticalDepth(HM, r, muS); gl_FragColor = vec4(exp(-depth), 0.0); // Eq (5) } #endif