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OpenSpace/modules/atmosphere/shaders/inScattering_sup_calc_fs.glsl
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2020-02-10 21:51:01 +01:00

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GLSL

/*****************************************************************************************
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* OpenSpace *
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* Copyright (c) 2014-2020 *
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#version __CONTEXT__
#include "atmosphere_common.glsl"
out vec4 renderTarget1;
uniform float r;
uniform vec4 dhdH;
//uniform sampler2D transmittanceTexture;
uniform sampler3D deltaJTexture;
// The integrand here is the f(y) of the trapezoidal rule:
vec3 integrand(const float r, const float mu, const float muSun, const float nu, const float dist) {
// We can calculate r_i by the cosine law: r_i^2=dist^2 + r^2 - 2*r*dist*cos(PI-theta)
float r_i = sqrt(r * r + dist * dist + 2.0f * r * dist * mu);
// r_i can be found using the dot product:
// vec(y_i) dot vec(dist) = cos(theta_i) * ||vec(y_i)|| * ||vec(dist)||
// But vec(y_i) = vec(x) + vec(dist), also: vec(x) dot vec(dist) = cos(theta) = mu
// So, cos(theta_i) = mu_i = (r*dist**mu + dist*2)/(r_i*dist)
float mu_i = (r * mu + dist) / r_i;
// muSun_i can also be found by the dot product:
// cos(sigma_i) = muSun_i = (vec(s) dot vec(y_i))/(||vec(y_i)|| * ||vec(s)||)
// But vec(y_i) = vec(x) + vec(dist), and vec(x) dot vec(s) = muSun, cos(sigma_i + theta_i) = nu
float muSun_i = (r * muSun + dist * nu) / r_i;
// The irradiance attenuated from point r until y (y-x = dist)
return transmittance(r, mu, dist) * texture4D(deltaJTexture, r_i, mu_i, muSun_i, nu).rgb;
}
vec3 inscatter(float r, float mu, float muSun, float nu) {
vec3 inScatteringRadiance = vec3(0.0f);
float dy = rayDistance(r, mu) / float(INSCATTER_INTEGRAL_SAMPLES);
vec3 inScatteringRadiance_i = integrand(r, mu, muSun, nu, 0.0);
// In order to solve the integral from equation (11) we use the trapezoidal
// rule: Integral(f(y)dy)(from a to b) = ((b-a)/2n_steps)*(Sum(f(y_i+1)+f(y_i)))
// where y_i+1 = y_j
for (int i = 1; i <= INSCATTER_INTEGRAL_SAMPLES; ++i) {
float y_j = float(i) * dy;
vec3 inScatteringRadiance_j = integrand(r, mu, muSun, nu, y_j);
inScatteringRadiance += (inScatteringRadiance_i + inScatteringRadiance_j) / 2.0 * dy;
inScatteringRadiance_i = inScatteringRadiance_j;
}
return inScatteringRadiance;
}
void main(void) {
float mu = 0.0f, muSunun = 0.0f, nu = 0.0f;
// Unmapping the variables from texture texels coordinates
// to mapped coordinates
unmappingMuMuSunNu(r, dhdH, mu, muSunun, nu);
// Write to texture deltaSR
renderTarget1 = vec4(inscatter(r, mu, muSunun, nu), 1.0);
}