atmosphericsV.glsl
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上传日期:2021-03-01
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- /**
- * @file atmosphericsV.glsl
- *
- * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- // varying param funcs
- void setSunlitColor(vec3 v);
- void setAmblitColor(vec3 v);
- void setAdditiveColor(vec3 v);
- void setAtmosAttenuation(vec3 v);
- void setPositionEye(vec3 v);
- vec3 getAdditiveColor();
- //varying vec4 vary_CloudUVs;
- //varying float vary_CloudDensity;
- // Inputs
- uniform vec4 morphFactor;
- uniform vec3 camPosLocal;
- //uniform vec4 camPosWorld;
- uniform vec4 lightnorm;
- uniform vec4 sunlight_color;
- uniform vec4 ambient;
- uniform vec4 blue_horizon;
- uniform vec4 blue_density;
- uniform vec4 haze_horizon;
- uniform vec4 haze_density;
- uniform vec4 cloud_shadow;
- uniform vec4 density_multiplier;
- uniform vec4 distance_multiplier;
- uniform vec4 max_y;
- uniform vec4 glow;
- void calcAtmospherics(vec3 inPositionEye) {
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
- vec3 tmpLightnorm = lightnorm.xyz;
- vec3 Pn = normalize(P);
- float Plen = length(P);
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
- //vary_AtmosAttenuation = distance_multiplier / 10000.;
- //vary_AtmosAttenuation = density_multiplier * 100.;
- //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
- //add "minimum anti-solar illumination"
- temp2.x += .25;
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
- + tmpAmbient)));
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
- // vary_SunlitColor = vec3(0);
- // vary_AmblitColor = vec3(0);
- // vary_AdditiveColor = vec4(Pn, 1.0);
- /*
- const float cloudShadowScale = 100.;
- // Get cloud uvs for shadowing
- vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
- vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
- // We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
- // cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
- vary_CloudUVs *= (10000./40000.);
- // Offset by sun vector * (CloudAltitude / CloudSpan)
- vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
- vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
- */
- }