232 lines
9.1 KiB
GLSL
232 lines
9.1 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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#define FIX
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const float ISun = 100.0;
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uniform vec3 c;
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uniform vec3 s;
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uniform mat4 projInverse;
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uniform mat4 viewInverse;
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uniform float exposure;
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uniform sampler2D reflectanceSampler;//ground reflectance texture
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uniform sampler2D irradianceSampler;//precomputed skylight irradiance (E table)
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uniform sampler3D inscatterSampler;//precomputed inscattered light (S table)
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uniform sampler2D debug2DSampler;
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uniform sampler3D debug3DSampler;
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varying vec2 coords;
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varying vec3 ray;
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#ifdef _VERTEX_
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void main() {
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coords = gl_Vertex.xy * 0.5 + 0.5;
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ray = (viewInverse * vec4((projInverse * gl_Vertex).xyz, 0.0)).xyz;
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gl_Position = gl_Vertex;
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}
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#else
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//inscattered light along ray x+tv, when sun in direction s (=S[L]-T(x,x0)S[L]|x0)
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vec3 inscatter(inout vec3 x, inout float t, vec3 v, vec3 s, out float r, out float mu, out vec3 attenuation) {
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vec3 result;
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r = length(x);
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mu = dot(x, v) / r;
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float d = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rt * Rt);
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if (d > 0.0) { // if x in space and ray intersects atmosphere
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// move x to nearest intersection of ray with top atmosphere boundary
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x += d * v;
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t -= d;
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mu = (r * mu + d) / Rt;
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r = Rt;
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}
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if (r <= Rt) { // if ray intersects atmosphere
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float nu = dot(v, s);
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float muS = dot(x, s) / r;
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float phaseR = phaseFunctionR(nu);
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float phaseM = phaseFunctionM(nu);
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vec4 inscatter = max(texture4D(inscatterSampler, r, mu, muS, nu), 0.0);
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if (t > 0.0) {
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vec3 x0 = x + t * v;
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float r0 = length(x0);
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float rMu0 = dot(x0, v);
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float mu0 = rMu0 / r0;
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float muS0 = dot(x0, s) / r0;
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#ifdef FIX
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// avoids imprecision problems in transmittance computations based on textures
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attenuation = analyticTransmittance(r, mu, t);
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#else
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attenuation = transmittance(r, mu, v, x0);
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#endif
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if (r0 > Rg + 0.01) {
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// computes S[L]-T(x,x0)S[L]|x0
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inscatter = max(inscatter - attenuation.rgbr * texture4D(inscatterSampler, r0, mu0, muS0, nu), 0.0);
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#ifdef FIX
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// avoids imprecision problems near horizon by interpolating between two points above and below horizon
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const float EPS = 0.004;
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float muHoriz = -sqrt(1.0 - (Rg / r) * (Rg / r));
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if (abs(mu - muHoriz) < EPS) {
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float a = ((mu - muHoriz) + EPS) / (2.0 * EPS);
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mu = muHoriz - EPS;
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r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
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mu0 = (r * mu + t) / r0;
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vec4 inScatter0 = texture4D(inscatterSampler, r, mu, muS, nu);
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vec4 inScatter1 = texture4D(inscatterSampler, r0, mu0, muS0, nu);
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vec4 inScatterA = max(inScatter0 - attenuation.rgbr * inScatter1, 0.0);
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mu = muHoriz + EPS;
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r0 = sqrt(r * r + t * t + 2.0 * r * t * mu);
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mu0 = (r * mu + t) / r0;
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inScatter0 = texture4D(inscatterSampler, r, mu, muS, nu);
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inScatter1 = texture4D(inscatterSampler, r0, mu0, muS0, nu);
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vec4 inScatterB = max(inScatter0 - attenuation.rgbr * inScatter1, 0.0);
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inscatter = mix(inScatterA, inScatterB, a);
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}
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#endif
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}
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}
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#ifdef FIX
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// avoids imprecision problems in Mie scattering when sun is below horizon
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inscatter.w *= smoothstep(0.00, 0.02, muS);
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#endif
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result = max(inscatter.rgb * phaseR + getMie(inscatter) * phaseM, 0.0);
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} else { // x in space and ray looking in space
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result = vec3(0.0);
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}
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return result * ISun;
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}
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//ground radiance at end of ray x+tv, when sun in direction s
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//attenuated bewteen ground and viewer (=R[L0]+R[L*])
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vec3 groundColor(vec3 x, float t, vec3 v, vec3 s, float r, float mu, vec3 attenuation)
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{
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vec3 result;
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if (t > 0.0) { // if ray hits ground surface
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// ground reflectance at end of ray, x0
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vec3 x0 = x + t * v;
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float r0 = length(x0);
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vec3 n = x0 / r0;
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vec2 coords = vec2(atan(n.y, n.x), acos(n.z)) * vec2(0.5, 1.0) / M_PI + vec2(0.5, 0.0);
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vec4 reflectance = texture2D(reflectanceSampler, coords) * vec4(0.2, 0.2, 0.2, 1.0);
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if (r0 > Rg + 0.01) {
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reflectance = vec4(0.4, 0.4, 0.4, 0.0);
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}
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// direct sun light (radiance) reaching x0
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float muS = dot(n, s);
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vec3 sunLight = transmittanceWithShadow(r0, muS);
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// precomputed sky light (irradiance) (=E[L*]) at x0
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vec3 groundSkyLight = irradiance(irradianceSampler, r0, muS);
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// light reflected at x0 (=(R[L0]+R[L*])/T(x,x0))
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vec3 groundColor = reflectance.rgb * (max(muS, 0.0) * sunLight + groundSkyLight) * ISun / M_PI;
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// water specular color due to sunLight
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if (reflectance.w > 0.0) {
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vec3 h = normalize(s - v);
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float fresnel = 0.02 + 0.98 * pow(1.0 - dot(-v, h), 5.0);
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float waterBrdf = fresnel * pow(max(dot(h, n), 0.0), 150.0);
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groundColor += reflectance.w * max(waterBrdf, 0.0) * sunLight * ISun;
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}
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result = attenuation * groundColor; //=R[L0]+R[L*]
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} else { // ray looking at the sky
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result = vec3(0.0);
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}
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return result;
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}
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// direct sun light for ray x+tv, when sun in direction s (=L0)
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vec3 sunColor(vec3 x, float t, vec3 v, vec3 s, float r, float mu) {
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if (t > 0.0) {
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return vec3(0.0);
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} else {
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vec3 transmittance = r <= Rt ? transmittanceWithShadow(r, mu) : vec3(1.0); // T(x,xo)
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float isun = step(cos(M_PI / 180.0), dot(v, s)) * ISun; // Lsun
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return transmittance * isun; // Eq (9)
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}
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}
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vec3 HDR(vec3 L) {
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L = L * exposure;
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L.r = L.r < 1.413 ? pow(L.r * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.r);
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L.g = L.g < 1.413 ? pow(L.g * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.g);
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L.b = L.b < 1.413 ? pow(L.b * 0.38317, 1.0 / 2.2) : 1.0 - exp(-L.b);
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return L;
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}
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void main() {
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vec3 x = c;
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vec3 v = normalize(ray);
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);
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vec3 g = x - vec3(0.0, 0.0, Rg + 10.0);
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float a = v.x * v.x + v.y * v.y - v.z * v.z;
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float b = 2.0 * (g.x * v.x + g.y * v.y - g.z * v.z);
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float c = g.x * g.x + g.y * g.y - g.z * g.z;
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float d = -(b + sqrt(b * b - 4.0 * a * c)) / (2.0 * a);
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bool cone = d > 0.0 && abs(x.z + d * v.z - Rg) <= 10.0;
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if (t > 0.0) {
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if (cone && d < t) {
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t = d;
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}
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} else if (cone) {
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t = d;
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}
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vec3 attenuation;
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vec3 inscatterColor = inscatter(x, t, v, s, r, mu, attenuation); //S[L]-T(x,xs)S[l]|xs
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vec3 groundColor = groundColor(x, t, v, s, r, mu, attenuation); //R[L0]+R[L*]
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vec3 sunColor = sunColor(x, t, v, s, r, mu); //L0
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gl_FragColor = vec4(HDR(sunColor + groundColor + inscatterColor), 1.0); // Eq (16)
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//gl_FragColor = texture3D(inscatterSampler,vec3(coords,(s.x+1.0)/2.0));
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//gl_FragColor = vec4(texture2D(irradianceSampler,coords).rgb*5.0, 1.0);
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//gl_FragColor = texture2D(transmittanceSampler,coords);
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//gl_FragColor = vec4(texture2D(debug2DSampler,coords).rgb * 1.0, 1.0);
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//gl_FragColor = texture3D(debug3DSampler,vec3(coords,0.5))*1000.0;
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}
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#endif
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