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@CrushedPixel
Created February 8, 2024 11:57
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scene = new THREE.Scene()
camera = new THREE.PerspectiveCamera(70, window.innerWidth/window.innerHeight, 0.1, 1000)
renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setClearColorHex(0x000000, 1)
$('div.viewport').append(renderer.domElement)
$(window).resize ->
camera = new THREE.PerspectiveCamera(70, window.innerWidth/window.innerHeight, 0.1, 1000)
renderer.setSize( window.innerWidth, window.innerHeight )
vertexSky =
"""
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPosition; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight; // The camera's current height
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fInnerRadius2; // fInnerRadius^2
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 3;
const float fSamples = 3.0;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Ray = position - cameraPosition;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(cameraPosition, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = cameraPosition + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-1.0 / fScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
//c0 = vec3(1.0, 0, 0) * fStartAngle;
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPosition, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
c0 = v3FrontColor * (v3InvWavelength * fKrESun);
c1 = v3FrontColor * fKmESun;
v3Direction = cameraPosition - position;
}
"""
fragmentSky =
"""
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
// Calculates the Mie phase function
float getMiePhase(float fCos, float fCos2, float g, float g2)
{
return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0 * g * fCos, 1.5);
}
// Calculates the Rayleigh phase function
float getRayleighPhase(float fCos2)
{
return 0.75 + 0.75 * fCos2;
}
void main (void)
{
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fCos2 = fCos * fCos;
vec3 color = getRayleighPhase(fCos2) * c0 +
getMiePhase(fCos, fCos2, g, g2) * c1;
gl_FragColor = vec4(color, 1.0);
gl_FragColor.a = gl_FragColor.b;
}
"""
vertexGround =
"""
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
// Ported for use with three.js/WebGL by James Baicoianu
uniform vec3 v3LightPosition; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight; // The camera's current height
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fInnerRadius2; // fInnerRadius^2
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
uniform sampler2D tDiffuse;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
varying vec3 vNormal;
varying vec2 vUv;
const int nSamples = 3;
const float fSamples = 3.0;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Ray = position - cameraPosition;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(cameraPosition, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = cameraPosition + v3Ray * fNear;
fFar -= fNear;
float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth);
float fCameraAngle = dot(-v3Ray, position) / length(position);
float fLightAngle = dot(v3LightPosition, position) / length(position);
float fCameraScale = scale(fCameraAngle);
float fLightScale = scale(fLightAngle);
float fCameraOffset = fDepth*fCameraScale;
float fTemp = (fLightScale + fCameraScale);
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
vec3 v3Attenuate;
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fScatter = fDepth*fTemp - fCameraOffset;
v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Calculate the attenuation factor for the ground
c0 = v3Attenuate;
c1 = v3FrontColor * (v3InvWavelength * fKrESun + fKmESun);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
//gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
vUv = uv;
vNormal = normal;
}
"""
fragmentGround =
"""
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
// Ported for use with three.js/WebGL by James Baicoianu
//uniform sampler2D s2Tex1;
//uniform sampler2D s2Tex2;
uniform float fNightScale;
uniform vec3 v3LightPosition;
uniform sampler2D tDiffuse;
uniform sampler2D tDiffuseNight;
varying vec3 c0;
varying vec3 c1;
varying vec3 vNormal;
varying vec2 vUv;
void main (void)
{
//gl_FragColor = vec4(c0, 1.0);
//gl_FragColor = vec4(0.25 * c0, 1.0);
//gl_FragColor = gl_Color + texture2D(s2Tex1, gl_TexCoord[0].st) * texture2D(s2Tex2, gl_TexCoord[1].st) * gl_SecondaryColor;
vec3 diffuseTex = texture2D( tDiffuse, vUv ).xyz;
vec3 diffuseNightTex = texture2D( tDiffuseNight, vUv ).xyz;
vec3 day = diffuseTex * c0;
vec3 night = fNightScale * diffuseNightTex * diffuseNightTex * diffuseNightTex * (1.0 - c0);
gl_FragColor = vec4(c1, 1.0) + vec4(day + night, 1.0);
}
"""
radius = 100.0
###
atmosphere =
Kr : 0.0025
Km : 0.0010
ESun : 15.0
g : -0.990
innerRadius : radius
outerRadius : radius * 1.05
wavelength : [0.650, 0.570, 0.475]
scaleDepth : 0.25
mieScaleDepth : 0.1
###
atmosphere =
Kr : 0.0025
Km : 0.0010
ESun : 20.0
g : -0.950
innerRadius : 100
outerRadius : 102.5
wavelength : [0.650, 0.570, 0.475]
scaleDepth : 0.25
mieScaleDepth : 0.1
diffuse = THREE.ImageUtils.loadTexture('/map-small.jpg')
diffuseNight = THREE.ImageUtils.loadTexture('/map-lights.jpg')
maxAnisotropy = renderer.getMaxAnisotropy();
diffuse.anisotropy = maxAnisotropy;
diffuseNight.anisotropy = maxAnisotropy;
uniforms =
v3LightPosition:
type: "v3"
value: new THREE.Vector3(1e8, 0, 1e8).normalize()
v3InvWavelength:
type: "v3"
value: new THREE.Vector3(1 / Math.pow(atmosphere.wavelength[0], 4), 1 / Math.pow(atmosphere.wavelength[1], 4), 1 / Math.pow(atmosphere.wavelength[2], 4))
fCameraHeight:
type: "f"
value: 0
fCameraHeight2:
type: "f"
value: 0
fInnerRadius:
type: "f"
value: atmosphere.innerRadius
fInnerRadius2:
type: "f"
value: atmosphere.innerRadius * atmosphere.innerRadius
fOuterRadius:
type: "f"
value: atmosphere.outerRadius
fOuterRadius2:
type: "f"
value: atmosphere.outerRadius * atmosphere.outerRadius
fKrESun:
type: "f"
value: atmosphere.Kr * atmosphere.ESun
fKmESun:
type: "f"
value: atmosphere.Km * atmosphere.ESun
fKr4PI:
type: "f"
value: atmosphere.Kr * 4.0 * Math.PI
fKm4PI:
type: "f"
value: atmosphere.Km * 4.0 * Math.PI
fScale:
type: "f"
value: 1 / (atmosphere.outerRadius - atmosphere.innerRadius)
fScaleDepth:
type: "f"
value: atmosphere.scaleDepth
fScaleOverScaleDepth:
type: "f"
value: 1 / (atmosphere.outerRadius - atmosphere.innerRadius) / atmosphere.scaleDepth
g:
type: "f"
value: atmosphere.g
g2:
type: "f"
value: atmosphere.g * atmosphere.g
nSamples:
type: "i"
value: 3
fSamples:
type: "f"
value: 3.0
tDiffuse:
type: "t"
value: diffuse
tDiffuseNight:
type: "t"
value: diffuseNight
tDisplacement:
type: "t"
value: 0
tSkyboxDiffuse:
type: "t"
value: 0
fNightScale:
type: "f"
value: 1;
ground =
geometry: new THREE.SphereGeometry(atmosphere.innerRadius, 50, 50)
material: new THREE.ShaderMaterial
uniforms: uniforms
vertexShader: vertexGround
fragmentShader: fragmentGround
ground.mesh = new THREE.Mesh(ground.geometry, ground.material)
scene.add(ground.mesh)
sky =
geometry: new THREE.SphereGeometry(atmosphere.outerRadius, 500, 500)
material: new THREE.ShaderMaterial
uniforms: uniforms
vertexShader: vertexSky
fragmentShader: fragmentSky
sky.mesh = new THREE.Mesh(sky.geometry, sky.material)
sky.material.side = THREE.BackSide
sky.material.transparent = true;
scene.add(sky.mesh)
c = null
f = 0
g = 0
render = ->
requestAnimationFrame(render)
# material.uniforms.v3LightPos.value.y += 0.01
f += 0.0002
g += 0.008
vector = new THREE.Vector3(radius * 1.9, 0, 0)
euler = new THREE.Vector3(g / 60 + 12, -f * 10 + 20, 0)
matrix = new THREE.Matrix4().setRotationFromEuler(euler)
eye = matrix.multiplyVector3(vector)
camera.position = eye;
# camera.position = new THREE.Vector3(radius * 1.9, radius * 1.9 * Math.sin(g), radius * 1.9 * Math.cos(g))
camera.lookAt(new THREE.Vector3(0, 0, 0))
# ground.mesh.rotation.z += 0.005;
# ground.mesh.rotation.x += 0.001;
# sky.mesh.rotation.z += 0.005;
# sky.mesh.rotation.x += 0.001;
vector = new THREE.Vector3(1, 0, 0)
euler = new THREE.Vector3(f, g, 0)
matrix = new THREE.Matrix4().setRotationFromEuler(euler)
light = matrix.multiplyVector3(vector)
cameraHeight = camera.position.length()
sky.material.uniforms.v3LightPosition.value = light
sky.material.uniforms.fCameraHeight.value = cameraHeight
sky.material.uniforms.fCameraHeight2.value = cameraHeight * cameraHeight
ground.material.uniforms.v3LightPosition.value = light
ground.material.uniforms.fCameraHeight.value = cameraHeight
ground.material.uniforms.fCameraHeight2.value = cameraHeight * cameraHeight
renderer.render(scene, camera)
render()
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
// Ported for use with three.js/WebGL by James Baicoianu
//uniform sampler2D s2Tex1;
//uniform sampler2D s2Tex2;
uniform float fNightScale;
uniform vec3 v3LightPosition;
uniform sampler2D tDiffuse;
uniform sampler2D tDiffuseNight;
varying vec3 c0;
varying vec3 c1;
varying vec3 vNormal;
varying vec2 vUv;
void main (void)
{
//gl_FragColor = vec4(c0, 1.0);
//gl_FragColor = vec4(0.25 * c0, 1.0);
//gl_FragColor = gl_Color + texture2D(s2Tex1, gl_TexCoord[0].st) * texture2D(s2Tex2, gl_TexCoord[1].st) * gl_SecondaryColor;
vec3 diffuseTex = texture2D( tDiffuse, vUv ).xyz;
vec3 diffuseNightTex = texture2D( tDiffuseNight, vUv ).xyz;
vec3 day = diffuseTex * c0;
vec3 night = fNightScale * diffuseNightTex * diffuseNightTex * diffuseNightTex * (1.0 - c0);
gl_FragColor = vec4(c1, 1.0) + vec4(day + night, 1.0);
}
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
// Ported for use with three.js/WebGL by James Baicoianu
uniform vec3 v3LightPosition; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight; // The camera's current height
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fInnerRadius2; // fInnerRadius^2
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
uniform sampler2D tDiffuse;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
varying vec3 vNormal;
varying vec2 vUv;
const int nSamples = 3;
const float fSamples = 3.0;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Ray = position - cameraPosition;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(cameraPosition, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = cameraPosition + v3Ray * fNear;
fFar -= fNear;
float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth);
float fCameraAngle = dot(-v3Ray, position) / length(position);
float fLightAngle = dot(v3LightPosition, position) / length(position);
float fCameraScale = scale(fCameraAngle);
float fLightScale = scale(fLightAngle);
float fCameraOffset = fDepth*fCameraScale;
float fTemp = (fLightScale + fCameraScale);
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
vec3 v3Attenuate;
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fScatter = fDepth*fTemp - fCameraOffset;
v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Calculate the attenuation factor for the ground
c0 = v3Attenuate;
c1 = v3FrontColor * (v3InvWavelength * fKrESun + fKmESun);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
//gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
//gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
vUv = uv;
vNormal = normal;
}
//
// Atmospheric scattering fragment shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPos;
uniform float g;
uniform float g2;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
// Calculates the Mie phase function
float getMiePhase(float fCos, float fCos2, float g, float g2)
{
return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0 * g * fCos, 1.5);
}
// Calculates the Rayleigh phase function
float getRayleighPhase(float fCos2)
{
return 0.75 + 0.75 * fCos2;
}
void main (void)
{
float fCos = dot(v3LightPos, v3Direction) / length(v3Direction);
float fCos2 = fCos * fCos;
vec3 color = getRayleighPhase(fCos2) * c0 +
getMiePhase(fCos, fCos2, g, g2) * c1;
gl_FragColor = vec4(color, 1.0);
gl_FragColor.a = gl_FragColor.b;
}
//
// Atmospheric scattering vertex shader
//
// Author: Sean O'Neil
//
// Copyright (c) 2004 Sean O'Neil
//
uniform vec3 v3LightPosition; // The direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
uniform float fCameraHeight; // The camera's current height
uniform float fCameraHeight2; // fCameraHeight^2
uniform float fOuterRadius; // The outer (atmosphere) radius
uniform float fOuterRadius2; // fOuterRadius^2
uniform float fInnerRadius; // The inner (planetary) radius
uniform float fInnerRadius2; // fInnerRadius^2
uniform float fKrESun; // Kr * ESun
uniform float fKmESun; // Km * ESun
uniform float fKr4PI; // Kr * 4 * PI
uniform float fKm4PI; // Km * 4 * PI
uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
const int nSamples = 3;
const float fSamples = 3.0;
varying vec3 v3Direction;
varying vec3 c0;
varying vec3 c1;
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main(void)
{
// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
vec3 v3Ray = position - cameraPosition;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
float B = 2.0 * dot(cameraPosition, v3Ray);
float C = fCameraHeight2 - fOuterRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
float fNear = 0.5 * (-B - sqrt(fDet));
// Calculate the ray's starting position, then calculate its scattering offset
vec3 v3Start = cameraPosition + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-1.0 / fScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
//c0 = vec3(1.0, 0, 0) * fStartAngle;
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
//gl_FrontColor = vec4(0.0, 0.0, 0.0, 0.0);
// Now loop through the sample rays
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++)
{
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightPosition, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) - scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
c0 = v3FrontColor * (v3InvWavelength * fKrESun);
c1 = v3FrontColor * fKmESun;
v3Direction = cameraPosition - position;
}
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