/** * 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 ground irradiance due to skylight E[deltaS] (line 8 in algorithm 4.1) uniform sampler3D deltaSRSampler; uniform sampler3D deltaSMSampler; uniform float first; #ifdef _VERTEX_ void main() { gl_Position = gl_Vertex; } #endif #ifdef _FRAGMENT_ const float dphi = M_PI / float(IRRADIANCE_INTEGRAL_SAMPLES); const float dtheta = M_PI / float(IRRADIANCE_INTEGRAL_SAMPLES); void main() { float r, muS; getIrradianceRMuS(r, muS); vec3 s = vec3(max(sqrt(1.0 - muS * muS), 0.0), 0.0, muS); vec3 result = vec3(0.0); // integral over 2.PI around x with two nested loops over w directions (theta,phi) -- Eq (15) for (int iphi = 0; iphi < 2 * IRRADIANCE_INTEGRAL_SAMPLES; ++iphi) { float phi = (float(iphi) + 0.5) * dphi; for (int itheta = 0; itheta < IRRADIANCE_INTEGRAL_SAMPLES / 2; ++itheta) { float theta = (float(itheta) + 0.5) * dtheta; float dw = dtheta * dphi * sin(theta); vec3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), cos(theta)); float nu = dot(s, w); if (first == 1.0) { // first iteration is special because Rayleigh and Mie were stored separately, // without the phase functions factors; they must be reintroduced here float pr1 = phaseFunctionR(nu); float pm1 = phaseFunctionM(nu); vec3 ray1 = texture4D(deltaSRSampler, r, w.z, muS, nu).rgb; vec3 mie1 = texture4D(deltaSMSampler, r, w.z, muS, nu).rgb; result += (ray1 * pr1 + mie1 * pm1) * w.z * dw; } else { result += texture4D(deltaSRSampler, r, w.z, muS, nu).rgb * w.z * dw; } } } gl_FragColor = vec4(result, 0.0); } #endif