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51 lines
2.8 KiB
GLSL
51 lines
2.8 KiB
GLSL
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#include "atmosphere_common.glsl"
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#include "fragment.glsl"
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#include "PowerScaling/powerScalingMath.hglsl"
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layout(location = 1) out vec4 renderTarget1;
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uniform int layer;
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uniform sampler3D deltaSRTexture;
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uniform sampler3D deltaSMTexture;
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Fragment getFragment() {
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vec3 uvw = vec3(gl_FragCoord.xy, float(layer) + 0.5) / vec3(ivec3(RES_MU_S * RES_NU, RES_MU, RES_R));
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vec4 ray = texture(deltaSRTexture, uvw);
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vec4 mie = texture(deltaSMTexture, uvw);
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// We are using only the red component of the Mie scattering
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// See the Precomputed Atmosphere Scattering paper for details about
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// the angular precision.
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renderTarget1 = vec4(ray.rgb, mie.r);
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Fragment frag;
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frag.color = vec4(1.0);
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frag.depth = 1.0;
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return frag;
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} |