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Add an effect for rendering a procedurally generated sky
[libs/gl.git] / builtin_data / _sky.glsl
1 struct AtmosphericEvents
2 {
3         vec3 rayleigh_scatter;
4         vec3 mie_scatter;
5         vec3 mie_absorb;
6         vec3 ozone_absorb;
7 };
8
9 uniform Atmosphere
10 {
11         AtmosphericEvents events;
12         float rayleigh_density_decay;
13         float mie_density_decay;
14         float ozone_band_center;
15         float ozone_band_extent;
16         float planet_radius;
17         float atmosphere_thickness;
18         vec3 ground_albedo;
19         int n_steps;
20 };
21
22 uniform View
23 {
24         float view_height;
25         vec4 light_color;
26         vec3 light_dir;
27 };
28
29 struct OpticalPathInfo
30 {
31         vec3 optical_depth;
32         vec3 luminance;
33 };
34
35 const float pi = 3.1415926535;
36 const float mie_asymmetry = 0.8;
37
38 uniform sampler2D transmittance_lookup;
39
40 vec3 rayleigh_density(vec3 base, float height)
41 {
42         return base*exp(height/rayleigh_density_decay);
43 }
44
45 float rayleigh_phase(float cos_theta)
46 {
47         return 3.0*(1.0+cos_theta*cos_theta)/(16.0*pi);
48 }
49
50 vec3 mie_density(vec3 base, float height)
51 {
52         return base*exp(height/mie_density_decay);
53 }
54
55 float mie_phase(float cos_theta)
56 {
57         float g = mie_asymmetry;
58         float num = (1.0-g*g)*(1.0+cos_theta*cos_theta);
59         float denom = (2.0+g*g)*pow(1.0+g*g-2.0*g*cos_theta, 1.5);
60         return 3.0/(8.0*pi)*num/denom;
61 }
62
63 vec3 ozone_density(vec3 base, float height)
64 {
65         return base*max(1.0-abs(height-ozone_band_center)/ozone_band_extent, 0.0);
66 }
67
68 AtmosphericEvents calculate_events(float height)
69 {
70         AtmosphericEvents ev;
71         ev.rayleigh_scatter = rayleigh_density(events.rayleigh_scatter, height);
72         ev.mie_scatter = mie_density(events.mie_scatter, height);
73         ev.mie_absorb = mie_density(events.mie_absorb, height);
74         ev.ozone_absorb = ozone_density(events.ozone_absorb, height);
75         return ev;
76 }
77
78 vec3 total_extinction(AtmosphericEvents ev)
79 {
80         return ev.rayleigh_scatter+ev.mie_scatter+ev.mie_absorb+ev.ozone_absorb;
81 }
82
83 float ray_sphere_intersect(vec3 ray_start, vec3 ray_dir, vec3 sphere_center, float sphere_radius)
84 {
85         float t = dot(sphere_center-ray_start, ray_dir);
86         vec3 nearest = ray_start+t*ray_dir-sphere_center;
87         float d_sq = dot(nearest, nearest);
88         float r_sq = sphere_radius*sphere_radius;
89         if(d_sq>r_sq)
90                 return -1.0;
91
92         float offset = sqrt(r_sq-d_sq);
93         if(offset<t)
94                 return t-offset;
95         else if(offset>-t)
96                 return t+offset;
97         else
98                 return -1.0;
99 }
100
101 #pragma MSP stage(fragment)
102 OpticalPathInfo raymarch_path(float start_height, vec3 look_dir)
103 {
104         float cos_theta = dot(look_dir, light_dir);
105         float p_rayleigh = rayleigh_phase(cos_theta);
106         float p_mie = mie_phase(cos_theta);
107
108         vec3 planet_center = vec3(0.0, 0.0, -planet_radius);
109         vec3 pos = vec3(0.0, 0.0, start_height);
110         vec3 path_luminance = vec3(0.0);
111         vec3 path_extinction = vec3(0.0);
112
113         float ground_t = ray_sphere_intersect(pos, look_dir, planet_center, planet_radius);
114         float space_t = ray_sphere_intersect(pos, look_dir, planet_center, planet_radius+atmosphere_thickness);
115         float ray_length = (ground_t>0.0 ? ground_t : space_t);
116         float step_size = ray_length/n_steps;
117
118         for(int i=0; i<=n_steps; ++i)
119         {
120                 vec3 from_center = pos-planet_center;
121                 float height = length(from_center);
122                 float light_z = dot(from_center/height, light_dir);
123                 height -= planet_radius;
124
125                 AtmosphericEvents ev = calculate_events(height);
126                 vec3 transmittance = exp(-path_extinction);
127                 vec3 in_transmittance = texture(transmittance_lookup, vec2(sqrt(height/atmosphere_thickness), light_z)).rgb;
128                 vec3 in_luminance = (ev.rayleigh_scatter*p_rayleigh+ev.mie_scatter*p_mie)*step_size;
129                 if(i==n_steps && ground_t>0.0)
130                         in_luminance += ground_albedo*light_z/pi;
131                 path_luminance += transmittance*in_transmittance*in_luminance;
132
133                 path_extinction += total_extinction(ev)*step_size;
134                 pos += look_dir*step_size;
135         }
136
137         return OpticalPathInfo(path_extinction, path_luminance);
138 }