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Added licensing information from the GPU Gems site, fixed spacing.
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commit
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2 changed files with 50 additions and 2 deletions
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@ -1,3 +1,27 @@
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//
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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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@ -1,3 +1,27 @@
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//
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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 vertex shader
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//
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@ -45,7 +69,7 @@ void main(void)
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float fHeight = length(v3Start);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fStartAngle = dot(v3Ray, v3Start) / fHeight;
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float fStartOffset = fDepth*scale(fStartAngle);
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float fStartOffset = fDepth * scale(fStartAngle);
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// Initialize the scattering loop variables
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//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
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@ -62,7 +86,7 @@ void main(void)
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fLightAngle = dot(v3LightPos, v3SamplePoint) / fHeight;
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float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
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float fScatter = (fStartOffset + fDepth*(scale(fLightAngle) - scale(fCameraAngle)));
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float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
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vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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