74 lines
2.3 KiB
GLSL
74 lines
2.3 KiB
GLSL
/**
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* @file class3\wl\advancedAtmoF.glsl
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*
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* $LicenseInfo:firstyear=2005&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2005, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_color;
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#else
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#define frag_color gl_FragColor
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#endif
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in vec3 view_dir;
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uniform vec3 cameraPosLocal;
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uniform vec3 sun_dir;
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uniform float sun_size;
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uniform sampler2D transmittance_texture;
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uniform sampler3D scattering_texture;
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uniform sampler3D mie_scattering_texture;
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uniform sampler2D irradiance_texture;
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vec3 GetSolarLuminance();
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vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance);
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vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance);
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vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance);
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void main()
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{
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vec3 view_direction = normalize(view_dir);
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vec3 camPos = cameraPosLocal;
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vec3 transmittance;
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vec3 sky_illum;
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vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance);
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vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum);
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//radiance *= transmittance;
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// If the view ray intersects the Sun, add the Sun radiance.
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if (dot(view_direction, sun_dir) >= sun_size)
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{
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radiance = radiance + transmittance * GetSolarLuminance();
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}
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//vec3 color = vec3(1.0) - exp(-radiance);
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//color = pow(color, vec3(1.0 / 2.2));
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frag_color.rgb = radiance;
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frag_color.a = 1.0;
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}
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