Shuvit game master repo. http://shuvit.org
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sky.fs 5.5KB

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  1. uniform sampler2D skySampler;
  2. varying vec4 fragPos; //fragment coordinates
  3. varying vec3 wT, wB, wN; //tangent binormal normal
  4. //varying vec3 wPos, pos, viewPos, sunPos;
  5. varying vec3 wPos, pos, viewPos;
  6. uniform vec3 cameraPos;
  7. uniform float bias, lumamount, contrast;
  8. //varying float luminance;
  9. uniform float luminance;
  10. uniform float sunx;
  11. uniform float suny;
  12. uniform float sunz;
  13. vec3 sunPos = vec3(sunx, suny, sunz);
  14. //vec3 sunPos = (sunx,suny,sunz);
  15. vec3 sunDirection = normalize(sunPos);
  16. uniform float turbidity, reileigh;
  17. float reileighCoefficient = reileigh;
  18. const float mieCoefficient = 0.005;
  19. const float mieDirectionalG = 0.80;
  20. vec3 tangentSpace(vec3 v)
  21. {
  22. vec3 vec;
  23. vec.xy=v.xy;
  24. vec.z=sqrt(1.0-dot(vec.xy,vec.xy));;
  25. vec.xyz= normalize(vec.x*wT+vec.y*wB+vec.z*wN);
  26. return vec;
  27. }
  28. // constants for atmospheric scattering
  29. const float e = 2.71828182845904523536028747135266249775724709369995957;
  30. const float pi = 3.141592653589793238462643383279502884197169;
  31. const float n = 1.0003; // refractive index of air
  32. const float N = 2.545E25; // number of molecules per unit volume for air at
  33. // 288.15K and 1013mb (sea level -45 celsius)
  34. const float pn = 0.035; // depolatization factor for standard air
  35. // wavelength of used primaries, according to preetham
  36. const vec3 lambda = vec3(680E-9, 550E-9, 450E-9);
  37. // mie stuff
  38. // K coefficient for the primaries
  39. const vec3 K = vec3(0.686, 0.678, 0.666);
  40. const float v = 4.0;
  41. // optical length at zenith for molecules
  42. const float rayleighZenithLength = 8.4E3;
  43. const float mieZenithLength = 1.25E3;
  44. const vec3 up = vec3(0.0, 0.0, 1.0);
  45. const float EE = 120.0;
  46. const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
  47. // earth shadow hack
  48. const float cutoffAngle = pi/1.95;
  49. const float steepness = 1.0; //1.5
  50. vec3 totalRayleigh(vec3 lambda)
  51. {
  52. return (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn));
  53. }
  54. float rayleighPhase(float cosTheta)
  55. {
  56. return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0));
  57. // return (1.0 / (3.0*pi)) * (1.0 + pow(cosTheta, 2.0));
  58. // return (3.0 / 4.0) * (1.0 + pow(cosTheta, 2.0));
  59. }
  60. vec3 totalMie(vec3 lambda, vec3 K, float T)
  61. {
  62. float c = (0.2 * T ) * 10E-18;
  63. return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K;
  64. }
  65. float hgPhase(float cosTheta, float g)
  66. {
  67. return (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5));
  68. }
  69. float sunIntensity(float zenithAngleCos)
  70. {
  71. return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));
  72. //return (EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness))))*.001;
  73. //return 5;
  74. }
  75. float logLuminance(vec3 c)
  76. {
  77. return log(c.r * 0.2126 + c.g * 0.7152 + c.b * 0.0722);
  78. }
  79. float A = 0.15;
  80. float B = 0.50;
  81. float C = 0.10;
  82. float D = 0.20;
  83. float E = 0.02;
  84. float F = 0.30;
  85. float W = 1000.0;
  86. vec3 Uncharted2Tonemap(vec3 x)
  87. {
  88. return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
  89. }
  90. void main()
  91. {
  92. float sunfade = 1.0-clamp(1.0-exp(-(sunPos.z/500.0)),0.0,1.0);
  93. reileighCoefficient = reileighCoefficient - (1.0* (1.0-sunfade));
  94. float sunE = sunIntensity(dot(sunDirection, up));
  95. // extinction (absorbtion + out scattering)
  96. // rayleigh coefficients
  97. vec3 betaR = totalRayleigh(lambda) * reileighCoefficient;
  98. // mie coefficients
  99. vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient;
  100. // optical length
  101. // cutoff angle at 90 to avoid singularity in next formula.
  102. float zenithAngle = acos(max(0.0, dot(up, normalize(wPos - cameraPos))));
  103. float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
  104. float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253));
  105. // combined extinction factor
  106. vec3 Fex = exp(-(betaR * sR + betaM * sM));
  107. // in scattering
  108. float cosTheta = dot(normalize(wPos - cameraPos), sunDirection);
  109. float rPhase = rayleighPhase(cosTheta*0.5+0.5);
  110. vec3 betaRTheta = betaR * rPhase;
  111. float mPhase = hgPhase(cosTheta, mieDirectionalG);
  112. vec3 betaMTheta = betaM * mPhase;
  113. vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5));
  114. Lin *= mix(vec3(1.0),pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up, sunDirection),5.0),0.0,1.0));
  115. //nightsky
  116. vec3 direction = normalize(wPos - cameraPos);
  117. float theta = acos(direction.y); // elevation --> y-axis, [-pi/2, pi/2]
  118. float phi = atan(direction.z, direction.x); // azimuth --> x-axis [-pi/2, pi/2]
  119. vec2 uv = vec2(phi, theta) / vec2(2.0*pi, pi) + vec2(0.5, 0.0);
  120. //vec3 L0 = texture2D(skySampler, uv).rgb+0.1 * Fex;
  121. vec3 L0 = vec3(0.1) * Fex;
  122. // composition + solar disc
  123. //if (cosTheta > sunAngularDiameterCos)
  124. float sundisk = smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);
  125. //if (normalize(wPos - cameraPos).z>0.0)
  126. L0 += (sunE * 19000.0 * Fex)*sundisk;
  127. vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W));
  128. vec3 texColor = (Lin+L0);
  129. texColor *= 0.04 ;
  130. texColor += vec3(0.0,0.001,0.0025)*0.3;
  131. float g_fMaxLuminance = 1.0;
  132. float fLumScaled = 0.1 / luminance;
  133. float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled);
  134. float ExposureBias = fLumCompressed;
  135. vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);
  136. vec3 color = curr*whiteScale;
  137. vec3 retColor = pow(color,vec3(1.0/(1.2+(1.2*sunfade))));
  138. gl_FragColor.rgb = retColor;
  139. gl_FragColor.a = 1.0;
  140. }