diff --git a/interface/resources/shaders/SkyFromAtmosphere.frag b/interface/resources/shaders/SkyFromAtmosphere.frag index dbefc8270e..4b30bfaa35 100644 --- a/interface/resources/shaders/SkyFromAtmosphere.frag +++ b/interface/resources/shaders/SkyFromAtmosphere.frag @@ -1,106 +1,107 @@ -#version 120 - -// -// For licensing information, see http://http.developer.nvidia.com/GPUGems/gpugems_app01.html: -// -// NVIDIA Statement on the Software -// -// The source code provided is freely distributable, so long as the NVIDIA header remains unaltered and user modifications are -// detailed. -// -// No Warranty -// -// THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA ON THE ENCLOSED CD-ROM ARE PROVIDED "AS IS." NVIDIA DISCLAIMS ALL -// WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, -// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -// -// Limitation of Liability -// -// NVIDIA SHALL NOT BE LIABLE TO ANY USER, DEVELOPER, DEVELOPER'S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR -// UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT -// OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE -// POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY -// LIMITED REMEDY. IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH -// OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS. -// - -// -// Atmospheric scattering fragment shader -// -// Author: Sean O'Neil -// -// Copyright (c) 2004 Sean O'Neil -// - -uniform vec3 v3CameraPos; // The camera's current position -uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels -uniform float fInnerRadius; // The inner (planetary) radius -uniform float fKrESun; // Kr * ESun -uniform float fKmESun; // Km * ESun -uniform float fKr4PI; // Kr * 4 * PI -uniform float fKm4PI; // Km * 4 * PI -uniform float fScale; // 1 / (fOuterRadius - fInnerRadius) -uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) -uniform float fScaleOverScaleDepth; // fScale / fScaleDepth - -const int nSamples = 2; -const float fSamples = 2.0; - -uniform vec3 v3LightPos; -uniform float g; -uniform float g2; - -varying vec3 position; - -float scale(float fCos) -{ - float x = 1.0 - fCos; - return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); -} - -void main (void) -{ - // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) - vec3 v3Pos = position; - vec3 v3Ray = v3Pos - v3CameraPos; - float fFar = length(v3Ray); - v3Ray /= fFar; - - // Calculate the ray's starting position, then calculate its scattering offset - vec3 v3Start = v3CameraPos; - float fHeight = length(v3Start); - float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); - float fStartAngle = dot(v3Ray, v3Start) / fHeight; - float fStartOffset = fDepth * scale(fStartAngle); - - // Initialize the scattering loop variables - //gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0); - float fSampleLength = fFar / fSamples; - float fScaledLength = fSampleLength * fScale; - vec3 v3SampleRay = v3Ray * fSampleLength; - vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; - - // Now loop through the sample rays - vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); - for(int i=0; i