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OpenSpace/modules/atmosphere/shaders/atmosphere_deferred_fs.glsl
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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 *
* 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. *
****************************************************************************************/
#version 400
#define EPSILON 0.0001f
// Double Precision Versions:
//uniform dmat4 dSgctProjectionMatrix;
uniform dmat4 dInverseTransformMatrix;
//uniform dmat4 dScaleTransformMatrix;
uniform dmat4 dInverseScaleTransformMatrix;
//uniform dmat4 dObjToWorldTransform;
//uniform dmat4 dWorldToObjectTransform;
//uniform dmat4 dWorldToOsEyeTransform;
//uniform dmat4 dOsEyeToWorldTransform; // OS Eye to World
//uniform dmat4 dOsEyeToSGCTEyeTranform; // OS Eye to SGCT Eye
uniform dmat4 dSgctEyeToOSEyeTranform; // SGCT Eye to OS Eye
//uniform dmat4 dSgctEyeToClipTranform; // SGCT Eye to SGCT Project Clip
uniform dmat4 dInverseSgctProjectionMatrix; // Clip to SGCT Eye
uniform dmat4 dInverseCamRotTransform;
// Double Precision Versions:
uniform dvec4 dObjpos;
uniform dvec3 dCampos;
//uniform dmat3 dCamrot;
uniform dvec3 sunDirectionObj;
uniform bool _performShading = true;
/*
uniform float transparency;
uniform int shadows;
uniform float screenX;
uniform float screenY;
uniform float screenWIDTH;
uniform float screenHEIGHT;
uniform vec2 depthrange;
uniform float time;
*/
uniform sampler2D reflectanceTexture;
uniform sampler2D irradianceTexture;
uniform sampler3D inscatterTexture;
#include "hdr.glsl"
#include "atmosphere_common.glsl"
layout(location = 0) out vec4 renderTarget;
in vec3 interpolatedNDCPos;
/*******************************************************************************
****** ALL CALCULATIONS FOR ATMOSPHERE ARE KM AND IN OBJECT SPACE SYSTEM ******
*******************************************************************************/
/* Calculates the intersection of the view ray direction with the atmosphere and
* returns the first intersection (0.0 when inside atmosphere): offset
* and the second intersection: maxLength
*/
struct dRay {
dvec4 origin;
dvec4 direction;
};
struct Ellipsoid {
dvec4 center;
dvec4 size;
};
bool dIntersectEllipsoid(const dRay ray, const Ellipsoid ellipsoid, out double offset, out double maxLength) {
dvec4 O_C = ray.origin - ellipsoid.center;
dvec4 dir = normalize(ray.direction);
offset = 0.0f;
maxLength = 0.0f;
double a =
((dir.x*dir.x)/(ellipsoid.size.x*ellipsoid.size.x))
+ ((dir.y*dir.y)/(ellipsoid.size.y*ellipsoid.size.y))
+ ((dir.z*dir.z)/(ellipsoid.size.z*ellipsoid.size.z));
double b =
((2.f*O_C.x*dir.x)/(ellipsoid.size.x*ellipsoid.size.x))
+ ((2.f*O_C.y*dir.y)/(ellipsoid.size.y*ellipsoid.size.y))
+ ((2.f*O_C.z*dir.z)/(ellipsoid.size.z*ellipsoid.size.z));
double c =
((O_C.x*O_C.x)/(ellipsoid.size.x*ellipsoid.size.x))
+ ((O_C.y*O_C.y)/(ellipsoid.size.y*ellipsoid.size.y))
+ ((O_C.z*O_C.z)/(ellipsoid.size.z*ellipsoid.size.z))
- 1.f;
double d = ((b * b)-(4.0 * a * c));
if ( d < 0.f || a == 0.f || b == 0.f || c == 0.f )
return false;
d = sqrt(d);
double t1 = (-b+d) / (2.0 * a);
double t2 = (-b-d) / (2.0 * a);
if ( t1 <= EPSILON && t2 <= EPSILON )
return false; // both intersections are behind the ray origin
// If only one intersection (t>0) then we are inside the ellipsoid and the intersection is at the back of the ellipsoid
bool back = (t1 <= EPSILON || t2 <= EPSILON);
double t = 0.0;
if ( t1 <= EPSILON ) {
t = t2;
} else {
if( t2 <= EPSILON )
t = t1;
else
t = (t1 < t2) ? t1 : t2;
}
if ( t<EPSILON )
return false; // Too close to intersection
dvec4 intersection = ray.origin + t * dir;
dvec4 normal = intersection - ellipsoid.center;
normal.x = 2.0 * normal.x / (ellipsoid.size.x * ellipsoid.size.x);
normal.y = 2.0 * normal.y / (ellipsoid.size.y * ellipsoid.size.y);
normal.z = 2.0 * normal.z / (ellipsoid.size.z * ellipsoid.size.z);
normal.w = 0.0;
normal *= (back) ? -1.0 : 1.0;
normal = normalize(normal);
return true;
}
/* Function to calculate the initial intersection of the eye (camera) ray
* with the atmosphere.
* In (all parameters in the same coordinate system and same units):
* - planet position
* - ray direction (normalized)
* - eye position
* - atmosphere radius
* Out: true if an intersection happens, false otherwise
* - inside: true if the ray origin is inside atmosphere, false otherwise
* - offset: the initial intersection distance from eye position when
* the eye is outside the atmosphere
* - maxLength : the second intersection distance from eye position when the
* eye is outside the atmosphere or the initial (and only)
* intersection of the ray with atmosphere when the eye position
* is inside atmosphere.
*/
bool dAtmosphereIntersection(const dvec3 planetPosition, const dRay ray, const double atmRadius,
out bool inside, out double offset, out double maxLength ) {
dvec3 l = planetPosition - ray.origin.xyz;
double s = dot(l, ray.direction.xyz);
double l2 = dot(l, l);
double r2 = (atmRadius - EPSILON) * (atmRadius - EPSILON); // avoiding surface acne
// Ray origin (eye position) is behind sphere
if ((s < 0.0) && (l2 > r2)) {
inside = false;
offset = 0.0;
maxLength = 0.0;
return false;
}
double m2 = l2 - s*s;
// Ray misses atmospere
if (m2 > r2) {
inside = false;
offset = 0.0;
maxLength = 0.0;
return false;
}
// We already now the ray hits the atmosphere
// If q = 0.0f, there is only one intersection
double q = sqrt(r2 - m2);
// If l2 < r2, the ray origin is inside the sphere
if (l2 > r2) {
inside = false;
offset = s - q;
maxLength = s + q;
} else {
inside = true;
offset = -1.0;
maxLength = s + q;
}
return true;
}
/*
* Calculates the light scattering in the view direction comming from other
* light rays scattered in the atmosphere.
* Following the paper: S[L]|x - T(x,xs) * S[L]|xs
* The view direction here is the ray: x + tv, s is the sun direction,
* r and mu the position and zenith cosine angle as in the paper.
* Arguments:
* x := camera position
* t := ray displacement variable after calculating the intersection with the
* atmosphere. It is the distance from the camera to the last intersection with
* the atmosphere. If the ray hits the ground, t is updated to the correct value
* v := view direction (ray's direction) (normalized)
* s := Sun direction (normalized)
* r := out of ||x|| inside atmosphere (or top of atmosphere)
* mu := out of cosine of the zenith view angle
* attenuation := out of transmittance T(x,x0). This will be used later when
* calculating the reflectance R[L].
*/
vec3 inscatterRadiance(inout vec3 x, inout float t, const vec3 v, const vec3 s,
out float r, out float mu, out vec3 attenuation) {
vec3 radiance;
r = length(x);
mu = dot(x, v) / r;
float mu2 = mu * mu;
float r2 = r * r;
float Rt2 = Rt * Rt;
float Rg2 = Rg * Rg;
// Dist stores the distance from the camera position
// to the first (the only one in some cases) intersection of the
// light ray and the top of atmosphere.
// From the cosine law for x0 at top of atmosphere:
// Rt^2 = r^2 + dist^2 - 2*r*dist*cos(PI - theta)
// Pay attentation to the -sqrt, it means we are
// considering the distance from observer to the
// first intersection with the atmosphere.
float dist = -r * mu - sqrt(r2 * (mu2 - 1.0f) + Rt2);
// Are we at space?
if (dist > 0.0f) {
// Because we are at space, we must obtain the vector x,
// the correct cosine of between x and v and the right height r,
// with the x in top of atmosphere.
// What we do is to move from the starting point x (camera position)
// to the point on the atmosphere. So, because we have a new x,
// we must also calculate the new cosine between x and v. s is the
// same because we consider the Sun as a parallel ray light source.
t -= dist;
x += dist * v;
// mu(x0 and v)
// cos(theta') = (x0 dot v)/(||x0||*||v||) = ((x + dist*v) dot v)/(Rt * 1)
// cos(theta') = mu' = (r*mu + dist)/Rt
mu = (r * mu + dist) / Rt;
mu2 = mu * mu;
r = Rt;
r2 = r * r;
}
// Intersects atmosphere?
if (r <= Rt + EPSILON) {
float nu = dot(v, s);
float muSun = dot(x, s) / r;
float rayleighPhase = rayleighPhaseFunction(nu);
float miePhase = miePhaseFunction(nu);
// S[L](x,s,v)
vec4 inscatterRadiance = max(texture4D(inscatterTexture, r, mu, muSun, nu), 0.0);
return inscatterRadiance.xyz;
// After removing the initial path from camera pos to top of atmosphere or the
// current camera position if inside atmosphere, t > 0
if (t > 0.0) {
// Here we must test if we are hitting the ground:
bool insideATM = false;
double offset = 0.0;
double maxLength = 0.0;
dRay ray;
ray.direction = vec4(v, 0.0);
ray.origin = vec4(x, 1.0);
bool hitGround = dAtmosphereIntersection(vec3(0.0), ray, Rg,
insideATM, offset, maxLength);
if (hitGround) {
t = float(offset);
}
// Calculate the zenith angles for x0 and v, s:
vec3 x0 = x + t * v;
float r0 = length(x0);
float mu0 = dot(x0, v) / r0;
float muSun0 = dot(x0, s) / r0;
// Transmittance from point r, direction mu, distance t
// By Analytical calculation
attenuation = analyticTransmittance(r, mu, t);
// By Texture Access
//attenuation = transmittance(r, mu, v, x0);
//The following Code is generating surface acne on atmosphere. JCC
// We need a better acne avoidance constant (0.01). Done!! Adaptive from distance to x
//if (r0 > Rg + (0.1f * r)) {
// It r0 > Rg it means the ray hits something inside the atmosphere. So we need to
// remove the inScattering contribution from the main ray from the hitting point
// to the end of the ray.
if (r0 > Rg + (0.01f)) {
// Here we use the idea of S[L](a->b) = S[L](b->a), and get the S[L](x0, v, s)
// Then we calculate S[L] = S[L]|x - T(x, x0)*S[L]|x0
inscatterRadiance = max(inscatterRadiance - attenuation.rgbr * texture4D(inscatterTexture, r0, mu0, muSun0, nu), 0.0);
// cos(PI-thetaH) = dist/r
// cos(thetaH) = - dist/r
// muHorizon = -sqrt(r^2-Rg^2)/r = -sqrt(1-(Rg/r)^2)
float muHorizon = -sqrt(1.0f - (Rg2 / r2));
// In order to avoid imprecision problems near horizon,
// we interpolate between two points: above and below horizon
const float INTERPOLATION_EPS = 0.004f; // precision const from Brunetton
if (abs(mu - muHorizon) < INTERPOLATION_EPS) {
// We want an interpolation value close to 1/2, so the
// contribution of each radiance value is almost the same
// or it has a havey weight if from above or below horizon
float interpolationValue = ((mu - muHorizon) + INTERPOLATION_EPS) / (2.0f * INTERPOLATION_EPS);
float t2 = t * t;
// Above Horizon
mu = muHorizon - INTERPOLATION_EPS;
//r0 = sqrt(r * r + t * t + 2.0f * r * t * mu);
// From cosine law where t = distance between x and x0
// r0^2 = r^2 + t^2 - 2 * r * t * cos(PI-theta)
r0 = sqrt(r2 + t2 + 2.0f * r * t * mu);
// From the dot product: cos(theta0) = (x0 dot v)/(||ro||*||v||)
// mu0 = ((x + t) dot v) / r0
// mu0 = (x dot v + t dot v) / r0
// mu0 = (r*mu + t) / r0
mu0 = (r * mu + t) / r0;
vec4 inScatterAboveX = texture4D(inscatterTexture, r, mu, muSun, nu);
vec4 inScatterAboveXs = texture4D(inscatterTexture, r0, mu0, muSun0, nu);
// Attention for the attenuation.r value applied to the S_Mie
vec4 inScatterAbove = max(inScatterAboveX - attenuation.rgbr * inScatterAboveXs, 0.0f);
// Below Horizon
mu = muHorizon + INTERPOLATION_EPS;
r0 = sqrt(r2 + t2 + 2.0f * r * t * mu);
mu0 = (r * mu + t) / r0;
vec4 inScatterBelowX = texture4D(inscatterTexture, r, mu, muSun, nu);
vec4 inScatterBelowXs = texture4D(inscatterTexture, r0, mu0, muSun0, nu);
// Attention for the attenuation.r value applied to the S_Mie
vec4 inScatterBelow = max(inScatterBelowX - attenuation.rgbr * inScatterBelowXs, 0.0);
// Interpolate between above and below inScattering radiance
inscatterRadiance = mix(inScatterAbove, inScatterBelow, interpolationValue);
}
}
}
// The w component of inscatterRadiance has stored the Cm,r value (Cm = Sm[L0])
// So, we must reintroduce the Mie inscatter by the proximity rule as described in the
// paper by Bruneton and Neyret in "Angular precision" paragraph:
// Hermite interpolation between two values
// This step is done because imprecision problems happen when the Sun is slightly below
// the horizon. When this happen, we avoid the Mie scattering contribution.
inscatterRadiance.w *= smoothstep(0.0f, 0.02f, muSun);
vec3 inscatterMie = inscatterRadiance.rgb * inscatterRadiance.a / max(inscatterRadiance.r, 1e-4) *
(betaRayleigh.r / betaRayleigh);
radiance = max(inscatterRadiance.rgb * rayleighPhase + inscatterMie * miePhase, 0.0f);
} else {
// No intersection with atmosphere
// The ray is traveling on space
radiance = vec3(0.0f);
}
// Finally we add the Lsun (all calculations are done with no Lsun so
// we can change it on the fly with no precomputations)
return radiance * sunRadiance;
}
/*
* Calculates the light reflected in the view direction comming from other
* light rays integrated over the hemispehre plus the direct light (L0) from Sun.
* Following the paper: R[L]= R[L0]+R[L*]
* The the ray is x + tv, v the view direction, s is the sun direction,
* r and mu the position and zenith cosine angle as in the paper.
* As for all calculations in the atmosphere, the center of the coordinate system
* is the planet's center of coordiante system, i.e., the planet's position is (0,0,0).
* Arguments:
* x := camera position
* t := ray displacement variable. Here, differently from the inScatter light calculation,
* the position of the camera is already offset (on top of atmosphere) or inside
* the atmosphere.
* v := view direction (ray's direction) (normalized)
* s := Sun direction (normalized)
* r := ||x|| inside atmosphere (or top of atmosphere). r <= Rt here.
* mu := cosine of the zenith view angle
* attenuationXtoX0 := transmittance T(x,x0)
*/
vec3 groundColor(const vec3 x, const float t, const vec3 v, const vec3 s, const float r,
const float mu, const vec3 attenuationXtoX0)
{
vec3 reflectedRadiance = vec3(0.0f);
float d = length(x + t*v);
float x_0 = sqrt(r*r + d*d - 2*r*d*mu);
// Ray hits planet's surface
//if (t > 0.0f) {
if (x_0 >= Rg) {
// First we obtain the ray's end point on the surface
vec3 x0 = x + t * v;
float r0 = length(x0);
// Normal of intersection point.
// TODO: Change it to globebrowser
vec3 n = x0 / r0;
//vec3 n = -x0 / r0;
// Old deferred:
vec2 coords = vec2(atan(n.y, n.x), acos(n.z)) * vec2(0.5, 1.0) / M_PI + vec2(0.5, 0.0);
//vec2 coords = vec2(0.5 + (atan(n.z, n.x))/(2*M_PI), 0.5 - asin(n.y)/(M_PI));
vec4 reflectance = texture2D(reflectanceTexture, coords) * vec4(0.2, 0.2, 0.2, 1.0);
// Initial ground radiance (the surface color)
//vec4 reflectance = texture(reflectanceTexture, vs_st) * vec4(0.2, 0.2, 0.2, 1.0);
// The following code is generating surface acne in ground.
// It is only necessary inside atmosphere rendering. JCC
// If r0 > Rg + EPS (we are not intersecting the ground),
// we get a constant initial ground radiance
//if (r0 > Rg + 0.01) {
// reflectance = vec4(0.4, 0.4, 0.4, 0.0);
//}
// L0 is not included in the irradiance texture.
// We first calculate the light attenuation from the top of the atmosphere
// to x0.
float muSun = dot(n, s);
// Is direct Sun light arriving at x0? If not, there is no direct light from Sun (shadowed)
vec3 transmittanceL0 = muSun < -sqrt(1.0f - ((Rg * Rg) / (r0 * r0))) ? vec3(0.0f) : transmittanceLUT(r0, muSun);
// E[L*] at x0
vec3 irradianceReflected = irradiance(irradianceTexture, r0, muSun);
// Adding clouds texture
//vec4 clouds = vec4(0.85)*texture(cloudsTexture, vs_st);
// R[L0] + R[L*]
//vec3 groundRadiance = (reflectance.rgb + clouds.rgb) *
// (max(muSun, 0.0) * transmittanceL0 + irradianceReflected) * sunRadiance / M_PI;
vec3 groundRadiance = reflectance.rgb *
(max(muSun, 0.0) * transmittanceL0 + irradianceReflected) * sunRadiance / M_PI;
// Yellowish specular reflection from sun on oceans and rivers
if (reflectance.w > 0.0) {
vec3 h = normalize(s - v);
// Fresnell Schlick's approximation
float fresnel = 0.02f + 0.98f * pow(1.0f - dot(-v, h), 5.0f);
// Walter BRDF approximation
float waterBrdf = fresnel * pow(max(dot(h, n), 0.0f), 150.0f);
// Adding Fresnell and Water BRDFs approximation to the final surface color
// (After adding the sunRadiance and the attenuation of the Sun through atmosphere)
groundRadiance += reflectance.w * max(waterBrdf, 0.0) * transmittanceL0 * sunRadiance;
}
// Finally, we attenuate the surface Radiance from the the point x0 to the camera location.
reflectedRadiance = attenuationXtoX0 * groundRadiance;
} else { // ray looking at the sky
reflectedRadiance = vec3(0.0f);
}
// Returns reflectedRadiance = 0.0 if the ray doesn't hit the ground.
return reflectedRadiance;
}
/*
* Calculates the Sun color.
* The the ray is x + tv, v the view direction, s is the sun direction,
* r and mu the position and zenith cosine angle as in the paper.
* As for all calculations in the atmosphere, the center of the coordinate system
* is the planet's center of coordiante system, i.e., the planet's position is (0,0,0).
* Arguments:
* x := camera position
* t := ray displacement variable. Here, differently from the inScatter light calculation,
* the position of the camera is already offset (on top of atmosphere) or inside
* the atmosphere.
* v := view direction (ray's direction) (normalized)
* s := Sun direction (normalized)
* r := ||x|| inside atmosphere (or top of atmosphere). r <= Rt here.
* mu := cosine of the zenith view angle
* attenuation := transmittance T(x,x0)
*/
vec3 sunColor(const vec3 x, const float t, const vec3 v, const vec3 s, const float r, const float mu) {
if (t > 0.0f) {
return vec3(0.0f);
} else {
vec3 transmittance = (r <= Rt) ?
(mu < -sqrt(1.0f - (Rg/r)/(Rg/r)) ? vec3(0.0f) : transmittanceLUT(r, mu)) :
vec3(1.0f);
float sunColor = step(cos(M_PI / 180.0), dot(v, s)) * sunRadiance;
return transmittance * sunColor;
}
}
/*
* Calculates Intersection Ray by walking through
* all the graphic pipile transformations in the
* opposite direction.
* Instead of passing through all the pipeline,
* it starts at NDC from the interpolated
* positions from the screen quad.
* This method avoids matrices multiplications
* wherever is possible.
*/
void dCalculateRay2(out dRay ray, out dvec4 planetPositionObjectCoords) {
// ======================================
// ======= Avoiding Some Matrices =======
// NDC to clip coordinates (gl_FragCoord.w = 1.0/w_clip)
// Using the interpolated coords:
// Assuming Red Book is right: z_ndc e [0, 1] and not [-1, 1]
dvec4 clipCoords = dvec4(interpolatedNDCPos, 1.0) / gl_FragCoord.w;
// This next line is needed because OS or SGCT is not inverting Y axis from
// window space.
clipCoords.y = (-interpolatedNDCPos.y) / gl_FragCoord.w;
// Clip to SGCT Eye
dvec4 sgctEyeCoords = dInverseSgctProjectionMatrix * clipCoords;
//sgctEyeCoords /= sgctEyeCoords.w;
sgctEyeCoords.w = 1.0;
// SGCT Eye to OS Eye (This is SGCT eye to OS eye)
dvec4 osEyeCoords = dSgctEyeToOSEyeTranform * sgctEyeCoords;
// OS Eye to World coords
// Now we execute the transformations with no matrices:
dvec4 ttmp = dInverseScaleTransformMatrix * osEyeCoords;
dvec3 ttmp2 = dmat3(dInverseCamRotTransform) * dvec3(ttmp);
dvec4 worldCoords = dvec4(dCampos + ttmp2, 1.0);
// World to Object
dvec4 objectCoords = dInverseTransformMatrix * dvec4(-dObjpos.xyz + worldCoords.xyz, 1.0);
// Planet Position in Object Space
planetPositionObjectCoords = dInverseTransformMatrix * dvec4(-dObjpos.xyz + dObjpos.xyz, 1.0);
// Camera Position in Object Space
dvec4 cameraPositionInObject = dInverseTransformMatrix * dvec4(-dObjpos.xyz + dCampos, 1.0);
// ============================
// ====== Building Ray ========
// Ray in object space (in KM)
ray.origin = cameraPositionInObject / dvec4(1000.0, 1000.0, 1000.0, 1.0);
ray.direction = dvec4(normalize(objectCoords.xyz - cameraPositionInObject.xyz), 0.0);
}
// Double Version
void main() {
double depth = 0.0;
if (_performShading) {
// Ray in object space
dRay ray;
dvec4 planetPositionObjectCoords = dvec4(0.0);
dCalculateRay2(ray, planetPositionObjectCoords);
//dCalculateInterpolatedRay(ray, planetPositionObjectCoords);
bool insideATM = false;
double offset = 0.0;
double maxLength = 0.0;
bool intersectATM = dAtmosphereIntersection(planetPositionObjectCoords.xyz, ray, Rt,
insideATM, offset, maxLength );
if ( intersectATM ) {
//renderTarget = vec4(1.0, 0.0, 0.0, 1.0);
//renderTarget = vec4(offset/maxLength, offset/maxLength, offset/maxLength, 1.0);
//return;
// Following paper nomenclature
double t = 0.0;
if ( offset != -1.0 ) {
// Camera is inside Atmosphere
t = offset;
}
// Moving camera to top of Atmosphere if needed
vec3 x = vec3(ray.origin.xyz);
float r = length(x);
vec3 v = vec3(ray.direction.xyz);
float mu = dot(x, v) / r;
vec3 s = vec3(sunDirectionObj);
float tF = float(maxLength);
vec3 attenuation;
//renderTarget = vec4(analyticTransmittance(r, mu, tF).xyz, 1.0);
//renderTarget = vec4(s, 1.0);
//renderTarget vec4(vec3(mu), 1.0);
//renderTarget = vec4(vec3(abs(mu)/2), 1.0);
//renderTarget = HDR(vec4(abs(mu*mu), abs(mu*mu), abs(mu*mu), 1.0));
//renderTarget = HDR(vec4(abs(Rt*Rt), abs(Rt*Rt), abs(Rt*Rt), 1.0));
//renderTarget = HDR(vec4(abs(Rg*Rg), abs(Rg*Rg), abs(Rg*Rg), 1.0));
//renderTarget = HDR(vec4(normalize(vec3(abs(r), abs(r), abs(r))), 1.0));
//renderTarget = HDR(vec4(normalize(ray.origin.xyz + t * ray.direction.xyz), 1.0));
//renderTarget = HDR(vec4(vec3(length(ray.origin.xyz + t * ray.direction.xyz)), 1.0));
//float nu = dot(v, s);//float(dot(vec3(ray.direction.xyz), s));
//float muSun = dot(x, s) / r;
//renderTarget = vec4(nu, nu, nu, 1.0);
//renderTarget = HDR(vec4(muSun, muSun, muSun, 1.0));
//renderTarget = HDR(vec4(abs(nu), abs(nu), abs(nu), 1.0));
//renderTarget = vec4(abs(muSun), abs(muSun), abs(muSun), 1.0);
//renderTarget = vec4(vec3(max(texture4D(inscatterTexture, r, mu, muSun, nu), 0.0)), 1.0);
vec3 inscatterColor = inscatterRadiance(x, tF, v, s, r, mu, attenuation);
vec3 groundColor = groundColor(x, tF, v, s, r, mu, attenuation);
vec3 sunColor = sunColor(x, tF, v, s, r, mu);
//renderTarget = vec4(HDR(inscatterColor), 1.0);
//renderTarget = vec4(HDR(groundColor), 1.0);
//renderTarget = vec4(groundColor, 1.0);
//renderTarget = vec4(HDR(sunColor), 1.0);
//renderTarget = vec4(HDR(sunColor), 1.0);
vec4 finalRadiance = vec4(HDR(inscatterColor + groundColor + sunColor), 1.0);
//vec4 finalRadiance = vec4(HDR(inscatterColor), 1.0);
if ( finalRadiance.xyz == vec3(0.0))
finalRadiance.w = 0.0;
renderTarget = finalRadiance;
} else {
renderTarget = vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
renderTarget = vec4(0.5, 0.5, 0.5, 1.0);
}
}