2020-03-31 13:32:59 +00:00
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precision mediump float;
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attribute vec3 aVertexPosition;
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attribute vec3 aNormal;
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2020-04-03 16:50:08 +00:00
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attribute vec3 aColor;
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2020-03-31 13:32:59 +00:00
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uniform vec3 v3CameraPosition; // The camera position
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uniform vec3 v3LightPosition; // The direction vector to the light source
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uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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uniform float fCameraHeight; // The camera's current height
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uniform float fCameraHeight2; // fCameraHeight^2
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uniform float fOuterRadius; // The outer (atmosphere) radius
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uniform float fOuterRadius2; // fOuterRadius^2
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uniform float fInnerRadius; // The inner (planetary) radius
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uniform float fInnerRadius2; // fInnerRadius^2
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uniform float fKrESun; // Kr * ESun
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uniform float fKmESun; // Km * ESun
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uniform float fKr4PI; // Kr * 4 * PI
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uniform float fKm4PI; // Km * 4 * PI
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uniform float fScale; // 1 / (fOuterRadius - fInnerRadius)
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uniform float fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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uniform float fScaleOverScaleDepth; // fScale / fScaleDepth
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const int nSamples = 3;
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const float fSamples = 3.0;
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varying vec3 c0;
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varying vec3 c1;
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varying vec3 vNormal;
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2020-04-03 16:50:08 +00:00
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varying vec3 vColor;
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2020-03-31 13:32:59 +00:00
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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float scale(float fCos) {
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float x = 1.0 - fCos;
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return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
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}
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void main(void) {
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// Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere)
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vec3 v3Ray = aVertexPosition - v3CameraPosition;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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// Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere)
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float B = 2.0 * dot(v3CameraPosition, v3Ray);
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float C = fCameraHeight2 - fOuterRadius2;
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float fDet = max(0.0, B*B - 4.0 * C);
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float fNear = 0.5 * (-B - sqrt(fDet));
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// Calculate the ray's starting position, then calculate its scattering offset
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vec3 v3Start = v3CameraPosition + v3Ray * fNear;
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fFar -= fNear;
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float fDepth = exp((fInnerRadius - fOuterRadius) / fScaleDepth);
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float fCameraAngle = dot(-v3Ray, aVertexPosition) / length(aVertexPosition);
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float fLightAngle = dot(v3LightPosition, aVertexPosition) / length(aVertexPosition);
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float fCameraScale = scale(fCameraAngle);
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float fLightScale = scale(fLightAngle);
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float fCameraOffset = fDepth*fCameraScale;
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float fTemp = (fLightScale + fCameraScale);
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// Initialize the scattering loop variables
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float fSampleLength = fFar / fSamples;
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float fScaledLength = fSampleLength * fScale;
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vec3 v3SampleRay = v3Ray * fSampleLength;
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vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
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// Now loop through the sample rays
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vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
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vec3 v3Attenuate;
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for(int i=0; i<nSamples; i++)
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{
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float fHeight = length(v3SamplePoint);
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float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
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float fScatter = fDepth*fTemp - fCameraOffset;
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v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
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v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Calculate the attenuation factor for the ground
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c0 = v3Attenuate;
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c1 = v3FrontColor * (v3InvWavelength * fKrESun + fKmESun);
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gl_Position = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition,1);
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2020-04-03 16:50:08 +00:00
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vColor = aColor;
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2020-03-31 13:32:59 +00:00
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vNormal = aNormal;
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}
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