+++ /dev/null
-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);
- }";