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OpenSpace/modules/base/shaders/deltaS_calc_fs.glsl
T

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2.8 KiB
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. *
****************************************************************************************/
#include "atmosphere_common.glsl"
#include "fragment.glsl"
#include "PowerScaling/powerScalingMath.hglsl"
layout(location = 1) out vec4 renderTarget1;
uniform int layer;
uniform sampler3D deltaSRTexture;
uniform sampler3D deltaSMTexture;
Fragment getFragment() {
vec3 uvw = vec3(gl_FragCoord.xy, float(layer) + 0.5) / vec3(ivec3(RES_MU_S * RES_NU, RES_MU, RES_R));
vec4 ray = texture(deltaSRTexture, uvw);
vec4 mie = texture(deltaSMTexture, uvw);
// We are using only the red component of the Mie scattering
// See the Precomputed Atmosphere Scattering paper for details about
// the angular precision.
renderTarget1 = vec4(ray.rgb, mie.r);
Fragment frag;
frag.color = vec4(1.0);
frag.depth = 1.0;
return frag;
}