/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. -------------------------------------------------------------------------------- */ // --------------------- SkyX skydome material ------------------------ // ------------------------- GLSL Vertex ------------------------------ // IN attribute vec4 vertex; // iPosition attribute vec3 uv0; // iNPosition attribute vec2 uv1; // iUV attribute float uv2; // iOpacity // OUT varying vec2 vUV; varying vec3 vRayleighColor; varying vec3 vMieColor; varying vec3 vDirection; varying float vOpacity; varying float vHeight; // UNIFORM // Global information uniform vec3 uLightDir; // Position information uniform vec3 uCameraPos; uniform vec3 uInvWaveLength; uniform float uInnerRadius; // Scattering parameters uniform float uKrESun; // Kr * ESun uniform float uKmESun; // Km * ESun uniform float uKr4PI; // Kr * 4 * PI uniform float uKm4PI; // Km * 4 * PI // Atmosphere properties uniform float uScale; // 1 / (outerRadius - innerRadius) uniform float uScaleDepth; // Where the average atmosphere density is found uniform float uScaleOverScaleDepth; // Scale / ScaleDepth // Number of samples uniform int uNumberOfSamples; uniform float uSamples; float scale(float cos, float uScaleDepth) { float x = 1.0 - cos; return uScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { // Clip space position gl_Position = gl_ModelViewProjectionMatrix * vertex; vec3 v3Pos = uv0; v3Pos.y += uInnerRadius; vec3 v3Ray = v3Pos - uCameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = uCameraPos; float fHeight = uCameraPos.y; float fStartAngle = dot(v3Ray, v3Start) / fHeight; // NOTE: fDepth is not pased as parameter(like a constant) to avoid the little precission issue (Apreciable) float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius - uCameraPos.y)); float fStartOffset = fDepth * scale(fStartAngle, uScaleDepth); // Init loop variables float fSampleLength = fFar / uSamples; float fScaledLength = fSampleLength * uScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Loop the ray vec3 color = vec3(0,0,0); for (int i = 0; i < uNumberOfSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(uScaleOverScaleDepth * (uInnerRadius-fHeight)); float fLightAngle = dot(uLightDir, v3SamplePoint) / fHeight; float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight; float fScatter = (fStartOffset + fDepth*(scale(fLightAngle, uScaleDepth) - scale(fCameraAngle, uScaleDepth))); vec3 v3Attenuate = exp(-fScatter * (uInvWaveLength * uKr4PI + uKm4PI)); // <<< TODO // Accumulate color v3Attenuate *= (fDepth * fScaledLength); color += v3Attenuate; // Next sample point v3SamplePoint += v3SampleRay; } // Outputs vRayleighColor = color * (uInvWaveLength * uKrESun); // TODO <--- parameter vMieColor = color * uKmESun; // TODO <--- *uInvMieWaveLength vDirection = uCameraPos - v3Pos; vUV = uv1; vOpacity = uv2; vHeight = 1.0-uv0.y; }