]> git.tdb.fi Git - r2c2.git/blobdiff - data/sky.shader
Reorganize data files into a directory structure
[r2c2.git] / data / sky.shader
diff --git a/data/sky.shader b/data/sky.shader
deleted file mode 100644 (file)
index 66dd8ec..0000000
+++ /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);
-       }";