Added planet atmosphere shader

This commit is contained in:
Anuken
2020-03-29 17:08:25 -04:00
parent 65bf97bc03
commit f22e1bdeb3
8 changed files with 212 additions and 28 deletions

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@ -0,0 +1,120 @@
const float PI = 3.14159265359;
const float MAX = 10000.0;
const float PEAK = 0.1;
const float FLARE = 0.0025;
const float INTENSITY = 14.3;
const float G_M = -0.85;
const float INNER_RADIUS = 1.02;
const float OUTER_RADIUS = 1.3;
const int numOutScatter = 10;
const float fNumOutScatter = 10.0;
const int numInScatter = 10;
const float fNumInScatter = 10.0;
varying vec4 v_position;
varying mat4 v_model;
uniform vec3 u_color;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec3 u_campos;
uniform vec3 u_rcampos;
uniform mat4 u_invproj;
uniform vec3 u_light;
vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
float b = dot(p, dir);
float c = dot(p, p) - radius * radius;
float d = b * b - c;
if (d < 0.0) {
return vec2(MAX, -MAX);
}
d = sqrt(d);
float near = -b - d;
float far = -b + d;
return vec2(near, far);
}
float miePhase(float g, float c, float cc) {
float gg = g * g;
float a = (1.0 - gg) * (1.0 + cc);
float b = 1.0 + gg - 2.0 * g * c;
b *= sqrt(b);
b *= 2.0 + gg;
return 1.5 * a / b;
}
float rayleighPhase(float cc) {
return 0.75 * (1.0 + cc);
}
float density(vec3 p) {
return exp(-(length(p) - INNER_RADIUS) * (4.0 / (OUTER_RADIUS - INNER_RADIUS)));
}
float optic(vec3 p, vec3 q) {
vec3 step = (q - p) / fNumOutScatter;
vec3 v = p + step * 0.5;
float sum = 0.0;
for (int i = 0; i < numOutScatter; i++) {
sum += density(v);
v += step;
}
sum *= length(step)*(1.0 / (OUTER_RADIUS - INNER_RADIUS));
return sum;
}
vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l) {
float len = (e.y - e.x) / fNumInScatter;
vec3 step = dir * len;
vec3 p = o + dir * e.x;
vec3 v = p + dir * (len * 0.5);
vec3 sum = vec3(0.0);
for(int i = 0; i < numInScatter; i++){
vec2 f = rayIntersection(v, l, OUTER_RADIUS);
vec3 u = v + l * f.y;
float n = (optic(p, v) + optic(v, u))*(PI * 4.0);
sum += density(v) * exp(-n * (PEAK * u_color + FLARE));
v += step;
}
sum *= len * (1.0 / (OUTER_RADIUS - INNER_RADIUS));
float c = dot(dir, -l);
float cc = c * c;
return sum * (PEAK * u_color * rayleighPhase(cc) + FLARE * miePhase(G_M, c, cc)) * INTENSITY;
}
vec3 rayDirection(){
vec4 ray = v_model*v_position - vec4(u_campos, 1.0);
return normalize(vec3(ray));
}
void main(){
vec3 dir = rayDirection();
vec3 eye = u_rcampos;
vec3 l = u_light;
vec2 e = rayIntersection(eye, dir, OUTER_RADIUS);
if (e.x > e.y){
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
vec2 f = rayIntersection(eye, dir, INNER_RADIUS);
e.y = min(e.y, f.x);
vec3 result = inScatter(eye, dir, e, l);
gl_FragColor = vec4(result, 1.0);
}

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@ -0,0 +1,13 @@
attribute vec4 a_position;
varying vec4 v_position;
varying mat4 v_model;
uniform mat4 u_model;
uniform mat4 u_projection;
void main(){
v_position = a_position;
v_model = u_model;
gl_Position = u_projection*u_model*a_position;
}

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@ -9,7 +9,7 @@ uniform vec3 u_ambientColor;
varying vec4 v_col;
const vec3 diffuse = vec3(0.2);
const vec3 diffuse = vec3(0);
void main(){
vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));