#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision mediump sampler2D; in vec2 v_position2f; layout(location = 0) out vec4 output4f; uniform sampler2D u_skyNormals; uniform vec4 u_sunDirectionIntensity4f; uniform vec3 u_scatteringCoefficient3f; uniform float u_altitude1f; uniform vec4 u_blendColor4f; // Source: https://github.com/wwwtyro/glsl-atmosphere #define PI 3.141592 #define iSteps 16 #define jSteps 4 vec2 rsi(vec3 r0, vec3 rd, float sr) { float a = dot(rd, rd); float b = 2.0 * dot(rd, r0); float c = dot(r0, r0) - (sr * sr); float d = (b*b) - 4.0*a*c; if (d < 0.0) return vec2(1e5,-1e5); a *= 2.0; d = sqrt(d); return vec2(-b - d, -b + d) / a; } vec3 atmosphere(vec3 r, vec3 r0, vec3 pSun, float iSun, float rPlanet, float rAtmos, vec3 kRlh, float kMie, float shRlh, float shMie, float g) { pSun = normalize(pSun); r = normalize(r); vec2 p = rsi(r0, r, rAtmos); if (p.x > p.y) return vec3(0.0); p.y = min(p.y, rsi(r0, r, rPlanet).x); float iStepSize = (p.y - p.x) / float(iSteps); float iTime = 0.0; vec3 totalRlh = vec3(0.0); vec3 totalMie = vec3(0.0); float iOdRlh = 0.0; float iOdMie = 0.0; float mu = dot(r, pSun); float mumu = mu * mu; float gg = g * g; float pRlh = 3.0 / (16.0 * PI) * (1.0 + mumu); float pMie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg)); for (int i = 0; i < iSteps; i++) { vec3 iPos = r0 + r * (iTime + iStepSize * 0.5); float iHeight = length(iPos) - rPlanet; float odStepRlh = exp(-iHeight / shRlh) * iStepSize; float odStepMie = exp(-iHeight / shMie) * iStepSize; iOdRlh += odStepRlh; iOdMie += odStepMie; float jStepSize = rsi(iPos, pSun, rAtmos).y / float(jSteps); float jTime = 0.0; float jOdRlh = 0.0; float jOdMie = 0.0; for (int j = 0; j < jSteps; j++) { vec3 jPos = iPos + pSun * (jTime + jStepSize * 0.5); float jHeight = length(jPos) - rPlanet; jOdRlh += exp(-jHeight / shRlh) * jStepSize; jOdMie += exp(-jHeight / shMie) * jStepSize; jTime += jStepSize; } vec3 attn = exp(-(kMie * (iOdMie + jOdMie) + kRlh * (iOdRlh + jOdRlh))); totalRlh += odStepRlh * attn; totalMie += odStepMie * attn; iTime += iStepSize; } return iSun * (pRlh * kRlh * totalRlh + pMie * kMie * totalMie); } void main() { if(u_blendColor4f.a >= 1.0) { output4f = vec4(u_blendColor4f.rgb, 0.0); return; } vec4 normalIn = textureLod(u_skyNormals, v_position2f, 0.0); if(normalIn.a != 1.0) { output4f = vec4(0.0); return; } normalIn.xyz *= 2.0; normalIn.xyz -= 1.0; output4f = vec4(atmosphere( normalIn.xyz, // normalized ray direction vec3(0,6373e3 + u_altitude1f * 50.0,0), // ray origin u_sunDirectionIntensity4f.xyz, // position of the sun u_sunDirectionIntensity4f.w, // intensity of the sun 6371e3, // radius of the planet in meters 6471e3, // radius of the atmosphere in meters vec3(5.5e-6, 13.0e-6, 22.4e-6), // Rayleigh scattering coefficient 21e-6, // Mie scattering coefficient 8e3, // Rayleigh scale height 1.2e3, // Mie scale height 0.758 // Mie preferred scattering direction ), 0.0); if(u_blendColor4f.a > 0.0) { output4f.rgb = mix(output4f.rgb, u_blendColor4f.rgb, u_blendColor4f.a); } }