Files
OpenSpace/modules/atmosphere/shaders/deltaS_sup_calc_fs.glsl
T
Alexander Bock c3ba532bdb Feature/cleanup (#1608)
* Revert screenlog back to showing Info and above messages
 * Various code cleanup
2021-05-25 14:08:33 +02:00

47 lines
2.7 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
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* Copyright (c) 2014-2021 *
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* The above copyright notice and this permission notice shall be included in all copies *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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#version __CONTEXT__
#include "atmosphere_common.glsl"
out vec4 renderTarget;
uniform int layer;
uniform sampler3D deltaSTexture;
void main() {
vec2 p = gl_FragCoord.xy - vec2(0.5);
float nu = -1.0 + floor(p.x / float(SAMPLES_MU_S)) / (float(SAMPLES_NU) - 1.0) * 2.0;
vec3 uvw = vec3(
gl_FragCoord.xy,
float(layer) + 0.5) / vec3(ivec3(SAMPLES_MU_S * SAMPLES_NU, SAMPLES_MU, SAMPLES_R)
);
// See Bruneton and Neyret paper, "Angular Precision" paragraph to understanding why we
// are dividing the S[L*] by the Rayleigh phase function.
renderTarget = vec4(texture(deltaSTexture, uvw).rgb / rayleighPhaseFunction(nu), 0.0);
}