Created
February 15, 2018 16:01
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Planet Atmosphere Intersection Shader Function
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//!Warning does not model intersection with the Planet itself in the middle of the atmosphere | |
float calculateHazeFactor(in float fragDepth, in vec3 viewDir) | |
{ | |
//hazeHeight and camPos are heights above sea level | |
bool aboveHaze = camPos>hazeHeight; | |
if (aboveHaze&&viewDir.y>=0.0) | |
return 1.0; | |
float planetRadius = 6357.0; | |
float hazeRadius = planetRadius+hazeHeight; | |
float distToEarthCentre = planetRadius+camPos; | |
float cos_thetaD = -distToEarthCentre*viewDir.y/length(viewDir); | |
//float discriminant = cos_theta*cos_theta-1.0+(hazeRadius/distToEarthCentre)*(hazeRadius/distToEarthCentre); | |
float discriminant = cos_thetaD*cos_thetaD-distToEarthCentre*distToEarthCentre+hazeRadius*hazeRadius; | |
if (discriminant<0.0) | |
return 1.0; | |
float discrSqrt = sqrt(discriminant); | |
float hazeLen = min(cos_thetaD+discrSqrt,fragDepth); //ray end | |
if (aboveHaze) | |
hazeLen -= min(cos_thetaD-discrSqrt,fragDepth); //optional rayStart | |
return hazeLen; | |
} |
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