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GLSL port of https://github.com/Fewes/MinimalAtmosphere
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//MIT License | |
//Copyright (c) 2021 Felix Westin | |
//Source: https://github.com/Fewes/MinimalAtmosphere | |
//Ported to GLSL by Marcin Ignac | |
#ifndef ATMOSPHERE_INCLUDED | |
#define ATMOSPHERE_INCLUDED | |
// ------------------------------------- | |
// Defines | |
#define EPS 1e-6 | |
#define PI 3.14159265359 | |
#define INFINITY 1.0 / 0.0 | |
#define PLANET_RADIUS 6371000.0 | |
#define PLANET_CENTER vec3(0.0, -PLANET_RADIUS, 0.0) | |
#define ATMOSPHERE_HEIGHT 1.0*100000.0 | |
#define RAYLEIGH_HEIGHT (ATMOSPHERE_HEIGHT * 0.08) | |
#define MIE_HEIGHT (ATMOSPHERE_HEIGHT * 0.012) | |
// ------------------------------------- | |
// Coefficients | |
#define C_RAYLEIGH (vec3(5.802, 13.558, 33.100) * 1e-6) | |
#define C_MIE (vec3(3.996, 3.996, 3.996) * 1e-6) | |
#define C_OZONE (vec3(0.650, 1.881, 0.085) * 1e-6) | |
#define ATMOSPHERE_DENSITY 1.0 | |
#define EXPOSURE 20.0 | |
float saturate(float v) { | |
return clamp(v, 0.0, 1.0); | |
} | |
// ------------------------------------- | |
// Math | |
vec2 SphereIntersection (vec3 rayStart, vec3 rayDir, vec3 sphereCenter, float sphereRadius) | |
{ | |
rayStart -= sphereCenter; | |
float a = dot(rayDir, rayDir); | |
float b = 2.0 * dot(rayStart, rayDir); | |
float c = dot(rayStart, rayStart) - (sphereRadius * sphereRadius); | |
float d = b * b - 4.0 * a * c; | |
if (d < 0.0) | |
{ | |
return vec2(-1.0); | |
} | |
else | |
{ | |
d = sqrt(d); | |
return vec2(-b - d, -b + d) / (2.0 * a); | |
} | |
} | |
vec2 PlanetIntersection (vec3 rayStart, vec3 rayDir) | |
{ | |
return SphereIntersection(rayStart, rayDir, PLANET_CENTER, PLANET_RADIUS); | |
} | |
vec2 AtmosphereIntersection (vec3 rayStart, vec3 rayDir) | |
{ | |
return SphereIntersection(rayStart, rayDir, PLANET_CENTER, PLANET_RADIUS + ATMOSPHERE_HEIGHT); | |
} | |
// ------------------------------------- | |
// Phase functions | |
float PhaseRayleigh (float costh) | |
{ | |
return 3.0 * (1.0 + costh*costh) / (16.0 * PI); | |
} | |
float PhaseMie (float costh, float g) | |
{ | |
g = min(g, 0.9381); | |
float k = 1.55 * g - 0.55*g*g*g; | |
float kcosth = k*costh; | |
return (1.0 - k*k) / ((4.0 * PI) * (1.0-kcosth) * (1.0-kcosth)); | |
} | |
float PhaseMie (float costh) | |
{ | |
return PhaseMie(costh, 0.85); | |
} | |
// ------------------------------------- | |
// Atmosphere | |
float AtmosphereHeight (vec3 positionWS) | |
{ | |
return distance(positionWS, PLANET_CENTER) - PLANET_RADIUS; | |
} | |
float DensityRayleigh (float h) | |
{ | |
return exp(-max(0.0, h / RAYLEIGH_HEIGHT)); | |
} | |
float DensityMie (float h) | |
{ | |
return exp(-max(0.0, h / MIE_HEIGHT)); | |
} | |
float DensityOzone (float h) | |
{ | |
// Ozone is represented as a tent function with a width of 30km, centered around an altitude of 25km. | |
return max(0.0, 1.0 - abs(h - 25000.0) / 15000.0); | |
} | |
vec3 AtmosphereDensity (float h) | |
{ | |
return vec3(DensityRayleigh(h), DensityMie(h), DensityOzone(h)); | |
} | |
// Optical depth is a unitless measurement of the amount of absorption of a participating medium (such as the atmosphere). | |
// This function calculates just that for our three atmospheric elements: | |
// R: Rayleigh | |
// G: Mie | |
// B: Ozone | |
// If you find the term "optical depth" confusing, you can think of it as "how much density was found along the ray in total". | |
vec3 IntegrateOpticalDepth (vec3 rayStart, vec3 rayDir) | |
{ | |
vec2 intersection = AtmosphereIntersection(rayStart, rayDir); | |
float rayLength = intersection.y; | |
int sampleCount = 8; | |
float stepSize = rayLength / float(sampleCount); | |
vec3 opticalDepth = vec3(0.0); | |
//for (int i = 0; i < sampleCount; i++) | |
for (int i = 0; i < 8; i++) | |
{ | |
vec3 localPosition = rayStart + rayDir * (float(i) + 0.5) * stepSize; | |
float localHeight = AtmosphereHeight(localPosition); | |
vec3 localDensity = AtmosphereDensity(localHeight) * stepSize; | |
opticalDepth += localDensity; | |
} | |
return opticalDepth; | |
} | |
// Calculate a luminance transmittance value from optical depth. | |
vec3 Absorb (vec3 opticalDepth) | |
{ | |
// Note that Mie results in slightly more light absorption than scattering, hence * 1.1 | |
return exp(-(opticalDepth.x * C_RAYLEIGH + opticalDepth.y * C_MIE * 1.1 + opticalDepth.z * C_OZONE) * ATMOSPHERE_DENSITY); | |
} | |
// Integrate scattering over a ray for a single directional light source. | |
// Also return the transmittance for the same ray as we are already calculating the optical depth anyway. | |
vec3 IntegrateScattering (vec3 rayStart, vec3 rayDir, float rayLength, vec3 lightDir, vec3 lightColor, out vec3 transmittance) | |
{ | |
// We can reduce the number of atmospheric samples required to converge by spacing them exponentially closer to the camera. | |
// This breaks space view however, so let's compensate for that with an exponent that "fades" to 1 as we leave the atmosphere. | |
float rayHeight = AtmosphereHeight(rayStart); | |
float sampleDistributionExponent = 1.0 + saturate(1.0 - rayHeight / ATMOSPHERE_HEIGHT) * 8.0; // Slightly arbitrary max exponent of 9 | |
vec2 intersection = AtmosphereIntersection(rayStart, rayDir); | |
rayLength = min(rayLength, intersection.y); | |
if (intersection.x > 0.0) | |
{ | |
// Advance ray to the atmosphere entry point | |
rayStart += rayDir * intersection.x; | |
rayLength -= intersection.x; | |
} | |
float costh = dot(rayDir, lightDir); | |
float phaseRayleigh = PhaseRayleigh(costh); | |
float phaseMie = PhaseMie(costh); | |
vec3 rayleigh = vec3(0.0); | |
vec3 mie = vec3(0.0); | |
int sampleCount = 64; | |
vec3 opticalDepth = vec3(0.0); | |
float prevRayTime = 0.0; | |
// for (int i = 0; i < sampleCount; i++) | |
for (int i = 0; i < 64; i++) | |
{ | |
float rayTime = pow(float(i) / float(sampleCount), sampleDistributionExponent) * rayLength; | |
// Because we are distributing the samples exponentially, we have to calculate the step size per sample. | |
float stepSize = (rayTime - prevRayTime); | |
vec3 localPosition = rayStart + rayDir * rayTime; | |
float localHeight = AtmosphereHeight(localPosition); | |
vec3 localDensity = AtmosphereDensity(localHeight) * stepSize; | |
opticalDepth += localDensity; | |
vec3 opticalDepthlight = IntegrateOpticalDepth(localPosition, lightDir); | |
vec3 lightTransmittance = Absorb(opticalDepth + opticalDepthlight); | |
rayleigh += lightTransmittance * phaseRayleigh * localDensity.x; | |
mie += lightTransmittance * phaseMie * localDensity.y; | |
prevRayTime = rayTime; | |
} | |
transmittance = Absorb(opticalDepth); | |
return (rayleigh * C_RAYLEIGH + mie * C_MIE) * lightColor * EXPOSURE; | |
} | |
#endif // ATMOSPHERE_INCLUDED | |
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