atmosphere
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67
src/atmosphere.ts
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67
src/atmosphere.ts
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@ -0,0 +1,67 @@
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import {
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BackSide,
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DirectionalLight,
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Mesh,
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Object3D,
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ShaderMaterial,
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SphereGeometry,
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} from 'three';
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import { plainText as vertexShader } from './shaders/atmosphere.vert';
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import { plainText as fragmentShader } from './shaders/atmosphere.frag';
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export class Atmosphere extends Object3D {
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public Rayleigh = 0.0025;
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public Mie = 0.0005;
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public Exposure = 15.0;
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public Scale = 1;
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public ScaleDepth = 0.25;
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public G = -0.95;
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public Wavelength = [0.65, 0.57, 0.475];
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public geom?: SphereGeometry;
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public mesh?: Mesh;
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public shader = new ShaderMaterial({
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vertexShader,
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fragmentShader,
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side: BackSide,
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transparent: true,
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});
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constructor(public innerRadius: number, public outerRadius: number) {
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super();
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this.Scale = 1 / (this.outerRadius - this.innerRadius);
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this.setUniforms(this.shader);
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this.initialize();
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}
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setUniforms(shader: ShaderMaterial) {
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shader.uniforms.invWavelength = {
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value: [
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1 / Math.pow(this.Wavelength[0], 4),
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1 / Math.pow(this.Wavelength[1], 4),
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1 / Math.pow(this.Wavelength[2], 4),
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],
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};
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shader.uniforms.outerRadius = { value: this.outerRadius };
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shader.uniforms.innerRadius = { value: this.innerRadius };
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shader.uniforms.Kr = { value: this.Rayleigh };
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shader.uniforms.Km = { value: this.Mie };
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shader.uniforms.ESun = { value: this.Exposure };
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shader.uniforms.scale = { value: this.Scale };
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shader.uniforms.scaleDepth = { value: this.ScaleDepth };
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shader.uniforms.g = { value: this.G };
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}
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setLight(light: DirectionalLight) {
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this.shader.uniforms.lightDirection = {
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value: light.position.clone().normalize(),
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};
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}
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initialize() {
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this.geom = new SphereGeometry(this.outerRadius, 128, 128);
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this.mesh = new Mesh(this.geom, this.shader);
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this.add(this.mesh);
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}
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}
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61
src/globe.ts
61
src/globe.ts
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SphereGeometry,
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SphereGeometry,
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Texture,
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Texture,
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Mesh,
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Mesh,
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MeshPhongMaterial,
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Object3D,
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Object3D,
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TextureLoader,
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TextureLoader,
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Color,
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Color,
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DirectionalLight,
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DirectionalLight,
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Shader,
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ShaderMaterial,
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ShaderMaterial,
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} from 'three';
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} from 'three';
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import { plainText as vertexShader } from './shaders/earth.vert';
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import { plainText as vertexShader } from './shaders/earth.vert';
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import { plainText as fragmentShader } from './shaders/earth.frag';
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import { plainText as fragmentShader } from './shaders/earth.frag';
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import { Atmosphere } from './atmosphere';
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export class Globe extends Object3D {
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export class Globe extends Object3D {
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private sphere = new SphereGeometry(1, 32, 32);
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private sphere = new SphereGeometry(1, 128, 128);
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private atmosphere = new Atmosphere(1, 1.05);
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private earthMaterial?: ShaderMaterial;
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private earthMaterial?: ShaderMaterial;
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public earthMesh?: Mesh;
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public earthMesh?: Mesh;
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private loader = new TextureLoader();
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private loader = new TextureLoader();
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@ -53,60 +53,11 @@ export class Globe extends Object3D {
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},
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},
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});
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});
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// this.earthMaterial = new MeshPhongMaterial();
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this.atmosphere.setUniforms(this.earthMaterial);
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// this.earthMaterial.onBeforeCompile = (shader) => {
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this.atmosphere.setLight(light);
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// let fragment = shader.fragmentShader;
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// let vertex = shader.vertexShader;
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// vertex = injectBefore(
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// vertex,
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// 'void main() {',
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// `uniform vec3 lightDirection;\nvarying vec3 surfaceToLight;\n`
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// );
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// vertex = injectBefore(
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// vertex,
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// '#include <logdepthbuf_vertex>',
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// 'surfaceToLight = mat3(modelViewMatrix) * lightDirection;\n'
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// );
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// fragment = injectBefore(
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// fragment,
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// 'void main() {',
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// `varying vec3 surfaceToLight;\nuniform sampler2D nightmap;\n`
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// );
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// fragment = replaceWith(fragment, '#include <map_fragment>', '');
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// fragment = injectBefore(
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// fragment,
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// '#include <lights_phong_fragment>',
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// `
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// vec4 sampledDiffuseColor = texture2D(map, vUv);
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// vec4 sampledDiffuseColorNight = texture2D(nightmap, vUv);
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// diffuseColor *= sampledDiffuseColor;
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// `
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// );
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// fragment = injectBefore(
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// fragment,
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// '#include <output_fragment>',
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// `float cosineAngleSunToNormal = dot(geometryNormal, surfaceToLight);
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// cosineAngleSunToNormal = clamp( cosineAngleSunToNormal * 1.0, -1.0, 1.0);
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// float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;
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// outgoingLight = mix(sampledDiffuseColorNight.xyz, outgoingLight, mixAmount);
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// `
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// );
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// console.log(fragment);
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// shader.uniforms.nightmap = { value: textures[1] };
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// shader.uniforms.lightDirection = {
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// value: light.position.clone(),
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// };
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// shader.fragmentShader = fragment;
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// shader.vertexShader = vertex;
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// };
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// this.earthMaterial.map = textures[0];
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// this.earthMaterial.normalMap = textures[3];
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// this.earthMaterial.specularMap = textures[4];
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// this.earthMaterial.specular = new Color('grey');
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this.earthMesh = new Mesh(this.sphere, this.earthMaterial);
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this.earthMesh = new Mesh(this.sphere, this.earthMaterial);
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this.add(this.earthMesh);
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this.add(this.earthMesh);
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this.add(this.atmosphere);
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}
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}
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public tick() {}
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public tick() {}
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function tick() {
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function tick() {
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requestAnimationFrame(tick);
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requestAnimationFrame(tick);
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control.update();
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control.update();
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globe.rotateY(Math.PI * 0.0005);
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// globe.rotateY(Math.PI * 0.0005);
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main.render();
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main.render();
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globe.tick();
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globe.tick();
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}
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}
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src/shaders/atmosphere.frag
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28
src/shaders/atmosphere.frag
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#include <common>
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uniform vec3 lightDirection;
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uniform float g;
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varying vec3 v3Direction;
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varying vec3 c0;
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varying vec3 c1;
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// Calculates the Mie phase function
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float getMiePhase(float fCos, float fCos2, float g, float g2){
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return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0 * g * fCos, 1.5);
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}
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// Calculates the Rayleigh phase function
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float getRayleighPhase(float fCos2) {
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// return 0.75 + 0.75 * fCos2;
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return 0.75 * (2.0 + 0.5 * fCos2);
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}
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void main (void) {
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float fCos = dot(lightDirection, v3Direction) / length(v3Direction);
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float fCos2 = fCos * fCos;
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vec3 color = getRayleighPhase(fCos2) * c0 +
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getMiePhase(fCos, fCos2, g, pow(g, 2.0)) * c1;
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gl_FragColor = vec4(color, 1.0);
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gl_FragColor.a = gl_FragColor.b;
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}
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96
src/shaders/atmosphere.vert
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96
src/shaders/atmosphere.vert
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#include <common>
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uniform vec3 lightDirection; // The direction vector to the light source
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uniform vec3 invWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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uniform float outerRadius; // The outer (atmosphere) radius
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uniform float innerRadius; // The inner (planetary) radius
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uniform float ESun; // Sun exposure
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uniform float Km; // Mie coefficient
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uniform float Kr; // Rayleigh coefficient
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uniform float scale; // 1 / (outerRadius - innerRadius)
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uniform float scaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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const int nSamples = 2;
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const float fSamples = 1.0;
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varying vec3 v3Direction;
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varying vec3 c0;
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varying vec3 c1;
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float dscale(float fCos) {
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float x = 1.0 - fCos;
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return scaleDepth * exp(-0.00287 + x * (0.459 + x * (3.83 + x * (-6.80 + x * 5.25))));
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}
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float calculateNearScatter(vec3 v3CameraPosition, vec3 v3Ray, float fCameraHeight, float fOuterRadius) {
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float B = 2.0 * dot(v3CameraPosition, v3Ray);
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float C = pow(fCameraHeight, 2.0) - pow(fOuterRadius, 2.0);
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float fDet = max(0.0, B * B - 4.0 * C);
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return 0.5 * (-B - sqrt(fDet));
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}
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void main(void) {
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vec3 mvPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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// Initialize variables
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float cameraHeight = length(vec3(0.0, 0.0, 0.0) - cameraPosition);
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float KmESun = Km * ESun;
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float KrESun = Kr * ESun;
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float Kr4PI = Kr * 4.0 * PI;
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float Km4PI = Km * 4.0 * PI;
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float scaleOverScaleDepth = scale / scaleDepth;
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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 = mvPosition - cameraPosition;
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float fFar = length(v3Ray);
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v3Ray /= fFar;
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vec3 v3Start;
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float fStartAngle;
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float fStartDepth;
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float fStartOffset;
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if (cameraHeight > outerRadius) {
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// Sky from space
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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 fNear = calculateNearScatter(cameraPosition, v3Ray, cameraHeight, outerRadius);
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// Calculate the ray's starting position, then calculate its scattering offset
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v3Start = cameraPosition + v3Ray * fNear;
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fFar -= fNear;
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fStartAngle = dot(v3Ray, v3Start) / outerRadius;
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fStartDepth = exp(-1.0 / scaleDepth);
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fStartOffset = fStartDepth * dscale(fStartAngle);
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} else {
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// Sky from within the atmosphere
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v3Start = cameraPosition;
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fStartDepth = exp(scaleOverScaleDepth * (innerRadius - cameraHeight));
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fStartAngle = dot(v3Ray, v3Start) / length(v3Start);
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fStartOffset = fStartDepth * dscale(fStartAngle);
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}
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// Initialize the scattering loop variables
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float fSampleLength = fFar / fSamples;
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float scaledLength = fSampleLength * scale;
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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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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(scaleOverScaleDepth * (innerRadius - fHeight));
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float fLightAngle = dot(lightDirection, v3SamplePoint) / fHeight;
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float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
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float fScatter = (fStartOffset + fDepth * (dscale(fLightAngle) - dscale(fCameraAngle)));
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vec3 v3Attenuate = exp(-fScatter * (invWavelength * Kr4PI + Km4PI));
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v3FrontColor += v3Attenuate * (fDepth * scaledLength);
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v3SamplePoint += v3SampleRay;
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}
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// Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1);
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c0 = v3FrontColor * (invWavelength * KrESun);
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c1 = v3FrontColor * KmESun;
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v3Direction = cameraPosition - mvPosition;
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}
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#include <normal_pars_fragment>
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#include <normal_pars_fragment>
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#include <normalmap_pars_fragment>
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#include <normalmap_pars_fragment>
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varying vec3 c0;
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varying vec3 c1;
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void main() {
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void main() {
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vec4 sampledDiffuseColor = texture2D(texture0, vUv);
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vec4 sampledDiffuseColor = texture2D(texture0, vUv);
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vec4 sampledDiffuseColorNight = texture2D(texture1, vUv);
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vec4 sampledDiffuseColorNight = texture2D(texture1, vUv);
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@ -37,10 +40,10 @@ void main() {
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vec4 texelSpecular = texture2D(specularMap, vUv);
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vec4 texelSpecular = texture2D(specularMap, vUv);
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float specularStrength = texelSpecular.r;
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float specularStrength = texelSpecular.r;
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vec3 outgoingLight = mix(sampledDiffuseColorNight.xyz, sampledDiffuseColor.xyz, mixAmount);
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vec3 outgoingLight = mix(sampledDiffuseColorNight.xyz, c0 + sampledDiffuseColor.xyz * c1, mixAmount);
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float specularAmount = max(0.0, specularAngle);
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float specularAmount = max(0.0, specularAngle);
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specularAmount = pow(specularAmount, 32.0 * shininess) * specularStrength;
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specularAmount = pow(specularAmount, 32.0 * shininess) * specularStrength;
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gl_FragColor = vec4( outgoingLight + specular * specularAmount, 1.0 );
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gl_FragColor = vec4( (outgoingLight + specular * specularAmount), 1.0 );
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}
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}
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#include <common>
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#include <common>
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#include <normal_pars_vertex>
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#include <normal_pars_vertex>
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uniform vec3 light;
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uniform vec3 light;
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uniform vec3 invWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels
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uniform float outerRadius; // The outer (atmosphere) radius
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uniform float innerRadius; // The inner (planetary) radius
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uniform float ESun; // Sun exposure
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uniform float Km; // Mie coefficient
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uniform float Kr; // Rayleigh coefficient
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uniform float scale; // 1 / (outerRadius - innerRadius)
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uniform float scaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found)
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const int nSamples = 2;
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const float fSamples = 1.0;
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varying vec3 v3Direction;
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varying vec3 c0;
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varying vec3 c1;
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float dscale(float fCos) {
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float x = 1.0 - fCos;
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return scaleDepth * exp(-0.00287 + x * (0.459 + x * (3.83 + x * (-6.80 + x * 5.25))));
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}
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float calculateNearScatter(vec3 v3CameraPosition, vec3 v3Ray, float fCameraHeight, float fOuterRadius) {
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float B = 2.0 * dot(v3CameraPosition, v3Ray);
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float C = pow(fCameraHeight, 2.0) - pow(fOuterRadius, 2.0);
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|
float fDet = max(0.0, B * B - 4.0 * C);
|
||||||
|
return 0.5 * (-B - sqrt(fDet));
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
#include <beginnormal_vertex>
|
#include <beginnormal_vertex>
|
||||||
#include <defaultnormal_vertex>
|
#include <defaultnormal_vertex>
|
||||||
#include <normal_vertex>
|
#include <normal_vertex>
|
||||||
#include <begin_vertex>
|
#include <begin_vertex>
|
||||||
#include <project_vertex>
|
#include <project_vertex>
|
||||||
|
|
||||||
|
vLightDirection = (viewMatrix * vec4(light, 0.)).xyz;
|
||||||
|
|
||||||
|
vec3 modelPosition = (modelMatrix * vec4(position, 1.0)).xyz;
|
||||||
|
float cameraHeight = length(vec3(0.0, 0.0, 0.0) - cameraPosition);
|
||||||
|
float KmESun = Km * ESun;
|
||||||
|
float KrESun = Kr * ESun;
|
||||||
|
float Kr4PI = Kr * 4.0 * PI;
|
||||||
|
float Km4PI = Km * 4.0 * PI;
|
||||||
|
float scaleOverScaleDepth = scale / scaleDepth;
|
||||||
|
|
||||||
|
// 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 = modelPosition - 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 fNear = calculateNearScatter(cameraPosition, v3Ray, cameraHeight, outerRadius);
|
||||||
|
|
||||||
|
// Calculate the ray's starting position, then calculate its scattering offset
|
||||||
|
vec3 v3Start = cameraPosition + v3Ray * fNear;
|
||||||
|
fFar -= fNear;
|
||||||
|
float fDepth = exp((innerRadius - outerRadius) / scaleDepth);
|
||||||
|
float fCameraAngle = dot(-v3Ray, modelPosition) / length(modelPosition);
|
||||||
|
float fLightAngle = dot(normalize(light), modelPosition) / length(modelPosition);
|
||||||
|
|
||||||
|
float fCameraScale = dscale(fCameraAngle);
|
||||||
|
float fLightScale = dscale(fLightAngle);
|
||||||
|
float fCameraOffset = fDepth*fCameraScale;
|
||||||
|
float fTemp = (fLightScale + fCameraScale);
|
||||||
|
|
||||||
|
// Initialize the scattering loop variables
|
||||||
|
float fSampleLength = fFar / fSamples;
|
||||||
|
float fScaledLength = fSampleLength * scale;
|
||||||
|
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(scaleOverScaleDepth * (innerRadius - fHeight));
|
||||||
|
float fScatter = fDepth*fTemp - fCameraOffset;
|
||||||
|
v3Attenuate = exp(-fScatter * (invWavelength * Kr4PI + Km4PI));
|
||||||
|
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
|
||||||
|
v3SamplePoint += v3SampleRay;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate the attenuation factor for the ground
|
||||||
|
c0 = v3Attenuate;
|
||||||
|
c1 = v3FrontColor * (invWavelength * KrESun + KmESun);
|
||||||
|
|
||||||
vViewPosition = - mvPosition.xyz;
|
vViewPosition = - mvPosition.xyz;
|
||||||
vLightDirection = (viewMatrix * vec4(light, 0.)).xyz;
|
|
||||||
vec4 viewPos = modelViewMatrix * vec4(position, 1.0);
|
vec4 viewPos = modelViewMatrix * vec4(position, 1.0);
|
||||||
vEyeNormal = (modelViewMatrix * vec4(normal, 0.)).xyz;
|
vEyeNormal = (modelViewMatrix * vec4(normal, 0.)).xyz;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user