#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 v3LightPos; // The direction vector to the light source uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float fCameraHeight2; // fCameraHeight^2 uniform float fOuterRadius; // The outer (atmosphere) radius uniform float fOuterRadius2; // fOuterRadius^2 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 uniform float g; uniform float g2; const int nSamples = 2; const float fSamples = 2.0; 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 closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(v3CameraPos, v3Ray); float C = fCameraHeight2 - fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos + v3Ray * fNear; fFar -= fNear; float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius; float fStartDepth = exp(-1.0 / fScaleDepth); float fStartOffset = fStartDepth * 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