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Instead of calling glutSolidSphere, just call Application::getInstance()->getGeometryCache()->renderSphere(...) - replaced all the instances of "glutSolidSphere" - Changed the atmosphere shaders so instead of drawing a sphere of the size of the atmosphere, we draw a unit sphere, the vertices get scaled at the right radius in th vertex shader using fOuterRadius
67 lines
2.7 KiB
GLSL
67 lines
2.7 KiB
GLSL
#version 120
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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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// 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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uniform vec3 v3CameraPos; // The camera's current position
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uniform vec3 v3LightPos; // The direction vector to the light source
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uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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uniform float fOuterRadius; // The outer (atmosphere) radius
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uniform float fInnerRadius; // The inner (planetary) radius
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uniform float fKrESun; // Kr * ESun
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uniform float fKmESun; // Km * ESun
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uniform float fKr4PI; // Kr * 4 * PI
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uniform float fKm4PI; // Km * 4 * PI
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uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
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uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
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const int nSamples = 2;
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const float fSamples = 2.0;
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varying vec3 position;
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float scale(float fCos)
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{
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float x = 1.0 - fCos;
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main(void)
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{
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// Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere)
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position = gl_Vertex.xyz * fOuterRadius;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
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}
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