86 lines
3.4 KiB
Text
86 lines
3.4 KiB
Text
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/**
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* Precomputed Atmospheric Scattering
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* Copyright (c) 2008 INRIA
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the copyright holders nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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* THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* Author: Eric Bruneton
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*/
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// computes ground irradiance due to skylight E[deltaS] (line 8 in algorithm 4.1)
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uniform sampler3D deltaSRSampler;
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uniform sampler3D deltaSMSampler;
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uniform float first;
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#ifdef _VERTEX_
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void main() {
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gl_Position = gl_Vertex;
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}
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#endif
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#ifdef _FRAGMENT_
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const float dphi = M_PI / float(IRRADIANCE_INTEGRAL_SAMPLES);
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const float dtheta = M_PI / float(IRRADIANCE_INTEGRAL_SAMPLES);
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void main() {
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float r, muS;
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getIrradianceRMuS(r, muS);
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vec3 s = vec3(max(sqrt(1.0 - muS * muS), 0.0), 0.0, muS);
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vec3 result = vec3(0.0);
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// integral over 2.PI around x with two nested loops over w directions (theta,phi) -- Eq (15)
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for (int iphi = 0; iphi < 2 * IRRADIANCE_INTEGRAL_SAMPLES; ++iphi) {
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float phi = (float(iphi) + 0.5) * dphi;
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for (int itheta = 0; itheta < IRRADIANCE_INTEGRAL_SAMPLES / 2; ++itheta) {
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float theta = (float(itheta) + 0.5) * dtheta;
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float dw = dtheta * dphi * sin(theta);
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vec3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), cos(theta));
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float nu = dot(s, w);
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if (first == 1.0) {
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// first iteration is special because Rayleigh and Mie were stored separately,
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// without the phase functions factors; they must be reintroduced here
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float pr1 = phaseFunctionR(nu);
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float pm1 = phaseFunctionM(nu);
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vec3 ray1 = texture4D(deltaSRSampler, r, w.z, muS, nu).rgb;
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vec3 mie1 = texture4D(deltaSMSampler, r, w.z, muS, nu).rgb;
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result += (ray1 * pr1 + mie1 * pm1) * w.z * dw;
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} else {
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result += texture4D(deltaSRSampler, r, w.z, muS, nu).rgb * w.z * dw;
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}
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}
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}
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gl_FragColor = vec4(result, 0.0);
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}
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#endif
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