precision mediump float; attribute vec3 aVertexPosition; uniform vec3 v3CameraPosition; // The camera position 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; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform mat4 uProjectionMatrix; 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 = aVertexPosition - v3CameraPosition; float fFar = length(v3Ray); v3Ray /= fFar; vec3 v3Start; float fStartAngle; float fStartDepth; float fStartOffset; if (fCameraHeight > fOuterRadius) { // Sky from space // 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(v3CameraPosition, 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 v3Start = v3CameraPosition + v3Ray * fNear; fFar -= fNear; fStartAngle = dot(v3Ray, v3Start) / fOuterRadius; fStartDepth = exp(-1.0 / fScaleDepth); fStartOffset = fStartDepth * scale(fStartAngle); } else { // Sky from within the atmosphere v3Start = v3CameraPosition; fStartDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); fStartAngle = dot(v3Ray, v3Start) / length(v3Start); fStartOffset = fStartDepth*scale(fStartAngle); } // 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); for(int i=0; i