summaryrefslogtreecommitdiff
path: root/copyInscatter1.glsl
blob: 13abd9e2c47bff48e7334c7a7f12a89be5c37db3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
/**
 * 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
 */

// copies deltaS into S (line 5 in algorithm 4.1)

uniform float r;
uniform vec4 dhdH;
uniform int layer;

uniform sampler3D deltaSRSampler;
uniform sampler3D deltaSMSampler;

#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_

void main() {
    vec3 uvw = vec3(gl_FragCoord.xy, float(layer) + 0.5) / vec3(ivec3(RES_MU_S * RES_NU, RES_MU, RES_R));
    vec4 ray = texture3D(deltaSRSampler, uvw);
    vec4 mie = texture3D(deltaSMSampler, uvw);
    gl_FragColor = vec4(ray.rgb, mie.r); // store only red component of single Mie scattering (cf. "Angular precision")
}

#endif