281 lines
11 KiB
GLSL
281 lines
11 KiB
GLSL
/**
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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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// ----------------------------------------------------------------------------
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// PHYSICAL MODEL PARAMETERS
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// ----------------------------------------------------------------------------
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const float AVERAGE_GROUND_REFLECTANCE = 0.1;
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// Rayleigh
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const float HR = 8.0;
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const vec3 betaR = vec3(5.8e-3, 1.35e-2, 3.31e-2);
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// Mie
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// DEFAULT
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const float HM = 1.2;
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const vec3 betaMSca = vec3(4e-3);
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const vec3 betaMEx = betaMSca / 0.9;
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const float mieG = 0.8;
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// CLEAR SKY
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/*const float HM = 1.2;
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const vec3 betaMSca = vec3(20e-3);
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const vec3 betaMEx = betaMSca / 0.9;
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const float mieG = 0.76;*/
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// PARTLY CLOUDY
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/*const float HM = 3.0;
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const vec3 betaMSca = vec3(3e-3);
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const vec3 betaMEx = betaMSca / 0.9;
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const float mieG = 0.65;*/
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// ----------------------------------------------------------------------------
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// NUMERICAL INTEGRATION PARAMETERS
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// ----------------------------------------------------------------------------
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const int TRANSMITTANCE_INTEGRAL_SAMPLES = 500;
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const int INSCATTER_INTEGRAL_SAMPLES = 50;
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const int IRRADIANCE_INTEGRAL_SAMPLES = 32;
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const int INSCATTER_SPHERICAL_INTEGRAL_SAMPLES = 16;
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const float M_PI = 3.141592657;
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// ----------------------------------------------------------------------------
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// PARAMETERIZATION OPTIONS
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// ----------------------------------------------------------------------------
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#define TRANSMITTANCE_NON_LINEAR
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#define INSCATTER_NON_LINEAR
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// ----------------------------------------------------------------------------
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// PARAMETERIZATION FUNCTIONS
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// ----------------------------------------------------------------------------
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uniform sampler2D transmittanceSampler;
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vec2 getTransmittanceUV(float r, float mu) {
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float uR, uMu;
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#ifdef TRANSMITTANCE_NON_LINEAR
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uR = sqrt((r - Rg) / (Rt - Rg));
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uMu = atan((mu + 0.15) / (1.0 + 0.15) * tan(1.5)) / 1.5;
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#else
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uR = (r - Rg) / (Rt - Rg);
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uMu = (mu + 0.15) / (1.0 + 0.15);
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#endif
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return vec2(uMu, uR);
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}
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#ifdef _FRAGMENT_
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void getTransmittanceRMu(out float r, out float muS) {
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r = gl_FragCoord.y / float(TRANSMITTANCE_H);
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muS = gl_FragCoord.x / float(TRANSMITTANCE_W);
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#ifdef TRANSMITTANCE_NON_LINEAR
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r = Rg + (r * r) * (Rt - Rg);
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muS = -0.15 + tan(1.5 * muS) / tan(1.5) * (1.0 + 0.15);
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#else
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r = Rg + r * (Rt - Rg);
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muS = -0.15 + muS * (1.0 + 0.15);
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#endif
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}
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#endif
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vec2 getIrradianceUV(float r, float muS) {
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float uR = (r - Rg) / (Rt - Rg);
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float uMuS = (muS + 0.2) / (1.0 + 0.2);
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return vec2(uMuS, uR);
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}
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#ifdef _FRAGMENT_
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void getIrradianceRMuS(out float r, out float muS) {
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r = Rg + (gl_FragCoord.y - 0.5) / (float(SKY_H) - 1.0) * (Rt - Rg);
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muS = -0.2 + (gl_FragCoord.x - 0.5) / (float(SKY_W) - 1.0) * (1.0 + 0.2);
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}
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#endif
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vec4 texture4D(sampler3D table, float r, float mu, float muS, float nu)
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{
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float H = sqrt(Rt * Rt - Rg * Rg);
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float rho = sqrt(r * r - Rg * Rg);
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#ifdef INSCATTER_NON_LINEAR
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float rmu = r * mu;
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float delta = rmu * rmu - r * r + Rg * Rg;
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vec4 cst = rmu < 0.0 && delta > 0.0 ? vec4(1.0, 0.0, 0.0, 0.5 - 0.5 / float(RES_MU)) : vec4(-1.0, H * H, H, 0.5 + 0.5 / float(RES_MU));
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float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
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float uMu = cst.w + (rmu * cst.x + sqrt(delta + cst.y)) / (rho + cst.z) * (0.5 - 1.0 / float(RES_MU));
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// paper formula
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//float uMuS = 0.5 / float(RES_MU_S) + max((1.0 - exp(-3.0 * muS - 0.6)) / (1.0 - exp(-3.6)), 0.0) * (1.0 - 1.0 / float(RES_MU_S));
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// better formula
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float uMuS = 0.5 / float(RES_MU_S) + (atan(max(muS, -0.1975) * tan(1.26 * 1.1)) / 1.1 + (1.0 - 0.26)) * 0.5 * (1.0 - 1.0 / float(RES_MU_S));
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#else
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float uR = 0.5 / float(RES_R) + rho / H * (1.0 - 1.0 / float(RES_R));
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float uMu = 0.5 / float(RES_MU) + (mu + 1.0) / 2.0 * (1.0 - 1.0 / float(RES_MU));
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float uMuS = 0.5 / float(RES_MU_S) + max(muS + 0.2, 0.0) / 1.2 * (1.0 - 1.0 / float(RES_MU_S));
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#endif
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float lerp = (nu + 1.0) / 2.0 * (float(RES_NU) - 1.0);
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float uNu = floor(lerp);
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lerp = lerp - uNu;
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return texture3D(table, vec3((uNu + uMuS) / float(RES_NU), uMu, uR)) * (1.0 - lerp) +
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texture3D(table, vec3((uNu + uMuS + 1.0) / float(RES_NU), uMu, uR)) * lerp;
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}
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#ifdef _FRAGMENT_
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void getMuMuSNu(float r, vec4 dhdH, out float mu, out float muS, out float nu) {
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float x = gl_FragCoord.x - 0.5;
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float y = gl_FragCoord.y - 0.5;
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#ifdef INSCATTER_NON_LINEAR
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if (y < float(RES_MU) / 2.0) {
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float d = 1.0 - y / (float(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.z, d * dhdH.w), dhdH.w * 0.999);
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mu = (Rg * Rg - r * r - d * d) / (2.0 * r * d);
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mu = min(mu, -sqrt(1.0 - (Rg / r) * (Rg / r)) - 0.001);
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} else {
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float d = (y - float(RES_MU) / 2.0) / (float(RES_MU) / 2.0 - 1.0);
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d = min(max(dhdH.x, d * dhdH.y), dhdH.y * 0.999);
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mu = (Rt * Rt - r * r - d * d) / (2.0 * r * d);
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}
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muS = mod(x, float(RES_MU_S)) / (float(RES_MU_S) - 1.0);
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// paper formula
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//muS = -(0.6 + log(1.0 - muS * (1.0 - exp(-3.6)))) / 3.0;
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// better formula
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muS = tan((2.0 * muS - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
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nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
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#else
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mu = -1.0 + 2.0 * y / (float(RES_MU) - 1.0);
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muS = mod(x, float(RES_MU_S)) / (float(RES_MU_S) - 1.0);
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muS = -0.2 + muS * 1.2;
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nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
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#endif
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}
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#endif
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// ----------------------------------------------------------------------------
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// UTILITY FUNCTIONS
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// ----------------------------------------------------------------------------
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// nearest intersection of ray r,mu with ground or top atmosphere boundary
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// mu=cos(ray zenith angle at ray origin)
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float limit(float r, float mu) {
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float dout = -r * mu + sqrt(r * r * (mu * mu - 1.0) + RL * RL);
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float delta2 = r * r * (mu * mu - 1.0) + Rg * Rg;
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if (delta2 >= 0.0) {
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float din = -r * mu - sqrt(delta2);
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if (din >= 0.0) {
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dout = min(dout, din);
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}
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}
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return dout;
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}
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// transmittance(=transparency) of atmosphere for infinite ray (r,mu)
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// (mu=cos(view zenith angle)), intersections with ground ignored
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vec3 transmittance(float r, float mu) {
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vec2 uv = getTransmittanceUV(r, mu);
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return texture2D(transmittanceSampler, uv).rgb;
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}
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// transmittance(=transparency) of atmosphere for infinite ray (r,mu)
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// (mu=cos(view zenith angle)), or zero if ray intersects ground
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vec3 transmittanceWithShadow(float r, float mu) {
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return mu < -sqrt(1.0 - (Rg / r) * (Rg / r)) ? vec3(0.0) : transmittance(r, mu);
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}
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// transmittance(=transparency) of atmosphere between x and x0
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// assume segment x,x0 not intersecting ground
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// r=||x||, mu=cos(zenith angle of [x,x0) ray at x), v=unit direction vector of [x,x0) ray
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vec3 transmittance(float r, float mu, vec3 v, vec3 x0) {
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vec3 result;
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float r1 = length(x0);
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float mu1 = dot(x0, v) / r;
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if (mu > 0.0) {
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result = min(transmittance(r, mu) / transmittance(r1, mu1), 1.0);
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} else {
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result = min(transmittance(r1, -mu1) / transmittance(r, -mu), 1.0);
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}
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return result;
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}
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// optical depth for ray (r,mu) of length d, using analytic formula
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// (mu=cos(view zenith angle)), intersections with ground ignored
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// H=height scale of exponential density function
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float opticalDepth(float H, float r, float mu, float d) {
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float a = sqrt((0.5/H)*r);
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vec2 a01 = a*vec2(mu, mu + d / r);
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vec2 a01s = sign(a01);
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vec2 a01sq = a01*a01;
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float x = a01s.y > a01s.x ? exp(a01sq.x) : 0.0;
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vec2 y = a01s / (2.3193*abs(a01) + sqrt(1.52*a01sq + 4.0)) * vec2(1.0, exp(-d/H*(d/(2.0*r)+mu)));
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return sqrt((6.2831*H)*r) * exp((Rg-r)/H) * (x + dot(y, vec2(1.0, -1.0)));
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}
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// transmittance(=transparency) of atmosphere for ray (r,mu) of length d
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// (mu=cos(view zenith angle)), intersections with ground ignored
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// uses analytic formula instead of transmittance texture
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vec3 analyticTransmittance(float r, float mu, float d) {
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return exp(- betaR * opticalDepth(HR, r, mu, d) - betaMEx * opticalDepth(HM, r, mu, d));
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}
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// transmittance(=transparency) of atmosphere between x and x0
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// assume segment x,x0 not intersecting ground
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// d = distance between x and x0, mu=cos(zenith angle of [x,x0) ray at x)
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vec3 transmittance(float r, float mu, float d) {
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vec3 result;
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float r1 = sqrt(r * r + d * d + 2.0 * r * mu * d);
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float mu1 = (r * mu + d) / r1;
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if (mu > 0.0) {
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result = min(transmittance(r, mu) / transmittance(r1, mu1), 1.0);
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} else {
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result = min(transmittance(r1, -mu1) / transmittance(r, -mu), 1.0);
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}
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return result;
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}
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vec3 irradiance(sampler2D sampler, float r, float muS) {
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vec2 uv = getIrradianceUV(r, muS);
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return texture2D(sampler, uv).rgb;
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}
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// Rayleigh phase function
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float phaseFunctionR(float mu) {
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return (3.0 / (16.0 * M_PI)) * (1.0 + mu * mu);
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}
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// Mie phase function
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float phaseFunctionM(float mu) {
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return 1.5 * 1.0 / (4.0 * M_PI) * (1.0 - mieG*mieG) * pow(1.0 + (mieG*mieG) - 2.0*mieG*mu, -3.0/2.0) * (1.0 + mu * mu) / (2.0 + mieG*mieG);
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}
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// approximated single Mie scattering (cf. approximate Cm in paragraph "Angular precision")
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vec3 getMie(vec4 rayMie) { // rayMie.rgb=C*, rayMie.w=Cm,r
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return rayMie.rgb * rayMie.w / max(rayMie.r, 1e-4) * (betaR.r / betaR);
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}
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