X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=data%2Fsky.shader;fp=data%2Fsky.shader;h=0000000000000000000000000000000000000000;hb=78d36019ec11d62d6fd016fcbe19f566d11771ff;hp=66dd8ec0e9e308a2d4ec805443e4936e961175f5;hpb=759fee443361cdcafe6fb259df3ba1b05bea0b21;p=r2c2.git diff --git a/data/sky.shader b/data/sky.shader deleted file mode 100644 index 66dd8ec..0000000 --- a/data/sky.shader +++ /dev/null @@ -1,54 +0,0 @@ -vertex_shader " - varying vec3 eye_look_dir; - void main() - { - vec4 eye_pos = vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1); - gl_Position = gl_ProjectionMatrix*eye_pos; - eye_look_dir = eye_pos.xyz; - }"; - -fragment_shader " - uniform vec3 eye_sky_dir; - uniform vec3 wavelengths; - uniform float scatter_constant; - uniform float sun_intensity; - uniform float sun_size; - varying vec3 eye_look_dir; - float thickness(float c, float r) - { - float rc = r*c; - return sqrt(2.0*r+1.0+rc*rc)-rc; - } - float srgb(float c) - { - if(c<0.0031308) - return 12.92*c; - else - return (1.055)*pow(c, 1.0/2.4)-0.055; - } - void main() - { - vec3 n_eye_look_dir = normalize(eye_look_dir); - vec3 n_eye_sun_dir = normalize(gl_LightSource[0].position.xyz); - - if(dot(n_eye_look_dir, eye_sky_dir)>0) - { - float look_scale = thickness(dot(n_eye_look_dir, eye_sky_dir), 635.0); - float sun_scale = thickness(dot(n_eye_sun_dir, eye_sky_dir), 635.0); - float c = dot(n_eye_look_dir, n_eye_sun_dir); - float scatter_strength = (1.0+c*c)/2.0; - vec3 scatter_factor = scatter_constant/pow(wavelengths, vec3(4.0)); - - vec3 color; - float scale_ratio = look_scale/sun_scale; - if(scale_ratio>0.999 && scale_ratio<1.001) - color = sun_intensity*scatter_strength*scatter_factor*sun_scale*exp(-scatter_factor*sun_scale); - else - color = sun_intensity*scatter_strength*(exp(-scatter_factor*sun_scale)-exp(-scatter_factor*look_scale))/(1.0-sun_scale/look_scale); - if(dot(n_eye_look_dir, n_eye_sun_dir)>cos(sun_size)) - color += exp(-scatter_factor*look_scale)*sun_intensity; - gl_FragColor = vec4(srgb(color.r), srgb(color.g), srgb(color.b), 1.0); - } - else - gl_FragColor = vec4(vec3(0.0), 1.0); - }";