Shuvit game master repo. http://shuvit.org
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sky - Copy.fs 5.2KB

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