This commit is contained in:
MihailRis 2023-12-03 23:49:58 +03:00
parent 4de2d77150
commit 4d9e43bf03
2 changed files with 11 additions and 2 deletions

View File

@ -243,20 +243,28 @@ uniform vec3 u_zaxis;
uniform vec3 u_lightDir;
uniform int u_quality;
uniform float u_mie;
uniform float u_fog;
#include <commons>
void main() {
vec3 camera_position = vec3(0.0f, PLANET_RADIUS+1.0f, 0.0f);
vec3 camera_vector = normalize(u_xaxis * v_coord.x*1.005 +
u_yaxis * -v_coord.y*1.005 -
u_zaxis);
camera_vector = mix(camera_vector, vec3(0, 1, 0), min(1.0, u_fog-1.0));
float fog = 1.0f / u_fog;
// hide darkness at horizon
camera_vector.y = max(0.01, camera_vector.y)*(1.0-u_mie*0.08) + 0.08*u_mie;
camera_vector = normalize(camera_vector);
// the color of this pixel
vec3 col = vec3(0.0);//scene.xyz;
// get the atmosphere color
col += calculate_scattering(
@ -265,7 +273,7 @@ void main() {
1e12f, // max dist, essentially the scene depth
vec3(0.0f), // scene color, the color of the current pixel being rendered
u_lightDir, // light direction
vec3(40.0), // light intensity, 40 looks nice
vec3(40.0*fog), // light intensity, 40 looks nice
PLANET_POS, // position of the planet
PLANET_RADIUS, // radius of the planet in meters
ATMOS_RADIUS, // radius of the atmosphere in meters
@ -273,7 +281,7 @@ void main() {
MIE_BETA, // Mie scattering coefficient
ABSORPTION_BETA, // Absorbtion coefficient
AMBIENT_BETA, // ambient scattering, turned off for now. This causes the air to glow a bit when no light reaches it
G, // Mie preferred scattering direction
G*fog, // Mie preferred scattering direction
HEIGHT_RAY, // Rayleigh scale height
HEIGHT_MIE*u_mie*u_mie, // Mie scale height
HEIGHT_ABSORPTION, // the height at which the most absorption happens

View File

@ -86,6 +86,7 @@ void Skybox::refresh(float t, float mie, uint quality) {
shader->uniform1i("u_quality", quality);
shader->uniform1f("u_mie", mie);
shader->uniform1f("u_fog", mie);
shader->uniform3f("u_lightDir", glm::normalize(vec3(sin(t), -cos(t), -0.7f)));
for (uint face = 0; face < 6; face++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap, 0);