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48 lines
1.9 KiB
GLSL
48 lines
1.9 KiB
GLSL
//
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// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html:
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//
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// NVIDIA Statement on the Software
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//
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// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are
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// detailed.
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//
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// No Warranty
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//
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// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL
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// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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//
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// Limitation of Liability
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//
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// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR
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// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT
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// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY
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// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH
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// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.
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//
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//
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// Atmospheric scattering fragment shader
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//
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// Author: Sean O'Neil
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//
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// Copyright (c) 2004 Sean O'Neil
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//
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#version 120
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uniform vec3 v3LightPos;
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uniform float g;
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uniform float g2;
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varying vec3 v3Direction;
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void main (void)
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{
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float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
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float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
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gl_FragColor = gl_Color + fMiePhase * gl_SecondaryColor;
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gl_FragColor.a = 1.0; // gl_FragColor.b;
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}
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