Files
OpenSpace/modules/galaxy/shaders/galaxyraycast.glsl
T
Alexander Bock 43851899c7 Cleanup of more copyright headers
Add debug groups and object names to the OpenGL objects in the framebuffer renderer
2020-02-13 14:59:13 +01:00

78 lines
3.8 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2020 *
* *
* 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 *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* 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 *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
uniform float maxStepSize#{id} = 0.1;
uniform vec3 aspect#{id} = vec3(1.0);
uniform float opacityCoefficient#{id} = 1.0;
uniform float absorptionMultiply#{id} = 50.0;
uniform float emissionMultiply#{id} = 1500.0;
uniform sampler3D galaxyTexture#{id};
void sample#{id}(
vec3 samplePos,
vec3 dir,
inout vec3 accumulatedColor,
inout vec3 accumulatedAlpha,
inout float stepSize
) {
vec3 aspect = aspect#{id};
stepSize = maxStepSize#{id} / length(dir / aspect);
//Early ray termination on black parts of the data
vec3 normalizedPos = samplePos * 2.f - 1.f;
if (normalizedPos.x * normalizedPos.x + normalizedPos.y * normalizedPos.y > 0.7) {
return;
}
vec4 sampledColor = texture(galaxyTexture#{id}, samplePos.xyz);
// Source textures currently are square-rooted to avoid dithering in the shadows.
// So square them back
sampledColor = sampledColor*sampledColor;
// Fudge for the dust "spreading"
sampledColor.a = clamp(sampledColor.a, 0.f, 1.f);
sampledColor.a = pow(sampledColor.a, 0.7f);
// Absorption probability
float scaledDensity = sampledColor.a * stepSize * absorptionMultiply#{id};
vec3 alphaTint = vec3(0.3f, 0.54f, 0.85f);
vec3 absorption = alphaTint * scaledDensity;
// Extinction
vec3 extinction = exp(-absorption);
accumulatedColor.rgb *= extinction;
// Emission
accumulatedColor.rgb +=
sampledColor.rgb * stepSize * emissionMultiply#{id} * opacityCoefficient#{id};
vec3 oneMinusFrontAlpha = vec3(1.f) - accumulatedAlpha;
accumulatedAlpha += oneMinusFrontAlpha * sampledColor.rgb * opacityCoefficient#{id};
}
float stepSize#{id}(vec3 samplePos, vec3 dir) {
return maxStepSize#{id} * length(dir * 1.f / aspect#{id});
}