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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 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