paysages3d/src/experiments/bruneton/inscatter1.glsl

118 lines
3.7 KiB
GLSL

/**
* 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 single scattering (line 3 in algorithm 4.1)
uniform float r;
uniform vec4 dhdH;
uniform int layer;
#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 integrand(float r, float mu, float muS, float nu, float t, out vec3 ray, out vec3 mie) {
ray = vec3(0.0);
mie = vec3(0.0);
float ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
float muSi = (nu * t + muS * r) / ri;
ri = max(Rg, ri);
if (muSi >= -sqrt(1.0 - Rg * Rg / (ri * ri))) {
vec3 ti = transmittance(r, mu, t) * transmittance(ri, muSi);
ray = exp(-(ri - Rg) / HR) * ti;
mie = exp(-(ri - Rg) / HM) * ti;
}
}
void inscatter(float r, float mu, float muS, float nu, out vec3 ray, out vec3 mie) {
ray = vec3(0.0);
mie = vec3(0.0);
float dx = limit(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES);
float xi = 0.0;
vec3 rayi;
vec3 miei;
integrand(r, mu, muS, nu, 0.0, rayi, miei);
for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
float xj = float(i) * dx;
vec3 rayj;
vec3 miej;
integrand(r, mu, muS, nu, xj, rayj, miej);
ray += (rayi + rayj) / 2.0 * dx;
mie += (miei + miej) / 2.0 * dx;
xi = xj;
rayi = rayj;
miei = miej;
}
ray *= betaR;
mie *= betaMSca;
}
void main() {
vec3 ray;
vec3 mie;
float mu, muS, nu;
getMuMuSNu(r, dhdH, mu, muS, nu);
inscatter(r, mu, muS, nu, ray, mie);
// store separately Rayleigh and Mie contributions, WITHOUT the phase function factor
// (cf "Angular precision")
gl_FragData[0].rgb = ray;
gl_FragData[1].rgb = mie;
}
#endif