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OpenSpace/modules/atmosphere/shaders/deltaS_calc_fs.glsl
T
2017-05-24 21:01:32 -04:00

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GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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****************************************************************************************/
#version __CONTEXT__
#include "atmosphere_common.glsl"
out vec4 renderTarget1;
uniform int layer;
uniform sampler3D deltaSRTexture;
uniform sampler3D deltaSMTexture;
void main(void) {
// First we convert the window's fragment coordinate to
// texel coordinates
vec3 rst = vec3(gl_FragCoord.xy, float(layer) + 0.5f) /
vec3(ivec3(SAMPLES_MU_S * SAMPLES_NU, SAMPLES_MU, SAMPLES_R));
vec4 rayleighInscattering0 = texture(deltaSRTexture, rst);
vec4 mieInscattering0 = texture(deltaSMTexture, rst);
// We are using only the red component of the Mie scattering
// See the Precomputed Atmosphere Scattering paper for details about
// the angular precision.
renderTarget1 = vec4(rayleighInscattering0.rgb, mieInscattering0.r);
}