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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
+ */
+
+// 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