VoxelEngine/res/shaders/skybox_gen.glslf
2025-09-23 00:51:21 +03:00

300 lines
14 KiB
GLSL

/*
MIT License
Copyright (c) 2019 Dimas Leenman
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
// first, lets define some constants to use (planet radius, position, and scattering coefficients)
#define PLANET_POS vec3(0.0) /* the position of the planet */
#define PLANET_RADIUS 6371e3 /* radius of the planet */
#define ATMOS_RADIUS 6471e3 /* radius of the atmosphere */
// scattering coeffs
#define RAY_BETA vec3(5.5e-6, 13.0e-6, 22.4e-6) /* rayleigh, affects the color of the sky */
#define MIE_BETA vec3(21e-6) /* mie, affects the color of the blob around the sun */
#define AMBIENT_BETA vec3(0.0) /* ambient, affects the scattering color when there is no lighting from the sun */
#define ABSORPTION_BETA vec3(2.04e-5, 4.97e-5, 1.95e-6) /* what color gets absorbed by the atmosphere (Due to things like ozone) */
#define G 0.9 /* mie scattering direction, or how big the blob around the sun is */
// and the heights (how far to go up before the scattering has no effect)
#define HEIGHT_RAY 8e3 /* rayleigh height */
#define HEIGHT_MIE 1.2e3 /* and mie */
#define HEIGHT_ABSORPTION 30e3 /* at what height the absorption is at it's maximum */
#define ABSORPTION_FALLOFF 4e3 /* how much the absorption decreases the further away it gets from the maximum height */
// and the steps (more looks better, but is slower)
// the primary step has the most effect on looks
#define PRIMARY_STEPS 6
#define LIGHT_STEPS 2
vec3 calculate_scattering(
vec3 start, // the start of the ray (the camera position)
vec3 dir, // the direction of the ray (the camera vector)
float max_dist, // the maximum distance the ray can travel (because something is in the way, like an object)
vec3 scene_color, // the color of the scene
vec3 light_dir, // the direction of the light
vec3 light_intensity, // how bright the light is, affects the brightness of the atmosphere
vec3 planet_position, // the position of the planet
float planet_radius, // the radius of the planet
float atmo_radius, // the radius of the atmosphere
vec3 beta_ray, // the amount rayleigh scattering scatters the colors (for earth: causes the blue atmosphere)
vec3 beta_mie, // the amount mie scattering scatters colors
vec3 beta_absorption, // how much air is absorbed
vec3 beta_ambient, // the amount of scattering that always occurs, cna help make the back side of the atmosphere a bit brighter
float g, // the direction mie scatters the light in (like a cone). closer to -1 means more towards a single direction
float height_ray, // how high do you have to go before there is no rayleigh scattering?
float height_mie, // the same, but for mie
float height_absorption, // the height at which the most absorption happens
float absorption_falloff, // how fast the absorption falls off from the absorption height
int steps_i, // the amount of steps along the 'primary' ray, more looks better but slower
int steps_l // the amount of steps along the light ray, more looks better but slower
) {
// add an offset to the camera position, so that the atmosphere is in the correct position
start -= planet_position;
// calculate the start and end position of the ray, as a distance along the ray
// we do this with a ray sphere intersect
float a = dot(dir, dir);
float b = 2.0 * dot(dir, start);
float c = dot(start, start) - (atmo_radius * atmo_radius);
float d = (b * b) - 4.0 * a * c;
// stop early if there is no intersect
if (d < 0.0) return scene_color;
// calculate the ray length
vec2 ray_length = vec2(
max((-b - sqrt(d)) / (2.0 * a), 0.0),
min((-b + sqrt(d)) / (2.0 * a), max_dist)
);
// if the ray did not hit the atmosphere, return a black color
if (ray_length.x > ray_length.y) return scene_color;
// prevent the mie glow from appearing if there's an object in front of the camera
bool allow_mie = max_dist > ray_length.y;
// make sure the ray is no longer than allowed
ray_length.y = min(ray_length.y, max_dist);
ray_length.x = max(ray_length.x, 0.0);
// get the step size of the ray
float step_size_i = (ray_length.y - ray_length.x) / float(steps_i);
// next, set how far we are along the ray, so we can calculate the position of the sample
// if the camera is outside the atmosphere, the ray should start at the edge of the atmosphere
// if it's inside, it should start at the position of the camera
// the min statement makes sure of that
float ray_pos_i = ray_length.x + step_size_i * 0.5;
// these are the values we use to gather all the scattered light
vec3 total_ray = vec3(0.0); // for rayleigh
vec3 total_mie = vec3(0.0); // for mie
// initialize the optical depth. This is used to calculate how much air was in the ray
vec3 opt_i = vec3(0.0);
// also init the scale height, avoids some vec2's later on
vec2 scale_height = vec2(height_ray, height_mie);
// Calculate the Rayleigh and Mie phases.
// This is the color that will be scattered for this ray
// mu, mumu and gg are used quite a lot in the calculation, so to speed it up, precalculate them
float mu = dot(dir, light_dir);
float mumu = mu * mu;
float gg = g * g;
float phase_ray = 3.0 / (50.2654824574 /* (16 * pi) */) * (1.0 + mumu);
float phase_mie = allow_mie ? 3.0 / (25.1327412287 /* (8 * pi) */) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg)) : 0.0;
// now we need to sample the 'primary' ray. this ray gathers the light that gets scattered onto it
for (int i = 0; i < steps_i; ++i) {
// calculate where we are along this ray
vec3 pos_i = start + dir * ray_pos_i;
// and how high we are above the surface
float height_i = length(pos_i) - planet_radius;
// now calculate the density of the particles (both for rayleigh and mie)
vec3 density = vec3(exp(-height_i / scale_height), 0.0);
// and the absorption density. this is for ozone, which scales together with the rayleigh,
// but absorbs the most at a specific height, so use the sech function for a nice curve falloff for this height
// clamp it to avoid it going out of bounds. This prevents weird black spheres on the night side
float denom = (height_absorption - height_i) / absorption_falloff;
density.z = (1.0 / (denom * denom + 1.0)) * density.x;
// multiply it by the step size here
// we are going to use the density later on as well
density *= step_size_i;
// Add these densities to the optical depth, so that we know how many particles are on this ray.
opt_i += density;
// Calculate the step size of the light ray.
// again with a ray sphere intersect
// a, b, c and d are already defined
a = dot(light_dir, light_dir);
b = 2.0 * dot(light_dir, pos_i);
c = dot(pos_i, pos_i) - (atmo_radius * atmo_radius);
d = (b * b) - 4.0 * a * c;
// no early stopping, this one should always be inside the atmosphere
// calculate the ray length
float step_size_l = (-b + sqrt(d)) / (2.0 * a * float(steps_l));
// and the position along this ray
// this time we are sure the ray is in the atmosphere, so set it to 0
float ray_pos_l = step_size_l * 0.5;
// and the optical depth of this ray
vec3 opt_l = vec3(0.0);
// now sample the light ray
// this is similar to what we did before
for (int l = 0; l < steps_l; ++l) {
// calculate where we are along this ray
vec3 pos_l = pos_i + light_dir * ray_pos_l;
// the heigth of the position
float height_l = length(pos_l) - planet_radius;
// calculate the particle density, and add it
// this is a bit verbose
// first, set the density for ray and mie
vec3 density_l = vec3(exp(-height_l / scale_height), 0.0);
// then, the absorption
float denom = (height_absorption - height_l) / absorption_falloff;
density_l.z = (1.0 / (denom * denom + 1.0)) * density_l.x;
// multiply the density by the step size
density_l *= step_size_l;
// and add it to the total optical depth
opt_l += density_l;
// and increment where we are along the light ray.
ray_pos_l += step_size_l;
}
// Now we need to calculate the attenuation
// this is essentially how much light reaches the current sample point due to scattering
vec3 attn = exp(-beta_ray * (opt_i.x + opt_l.x) - beta_mie * (opt_i.y + opt_l.y) - beta_absorption * (opt_i.z + opt_l.z));
// accumulate the scattered light (how much will be scattered towards the camera)
total_ray += density.x * attn;
total_mie += density.y * attn;
// and increment the position on this ray
ray_pos_i += step_size_i;
}
// calculate how much light can pass through the atmosphere
vec3 opacity = exp(-(beta_mie * opt_i.y + beta_ray * opt_i.x + beta_absorption * opt_i.z));
// calculate and return the final color
return (
phase_ray * beta_ray * total_ray // rayleigh color
+ phase_mie * beta_mie * total_mie // mie
+ opt_i.x * beta_ambient // and ambient
) * light_intensity + scene_color * opacity; // now make sure the background is rendered correctly
}
vec2 ray_sphere_intersect(
vec3 start, // starting position of the ray
vec3 dir, // the direction of the ray
float radius // and the sphere radius
) {
// ray-sphere intersection that assumes
// the sphere is centered at the origin.
// No intersection when result.x > result.y
float a = dot(dir, dir);
float b = 2.0 * dot(dir, start);
float c = dot(start, start) - (radius * radius);
float d = (b*b) - 4.0*a*c;
if (d < 0.0) return vec2(1e5,-1e5);
return vec2(
(-b - sqrt(d))/(2.0*a),
(-b + sqrt(d))/(2.0*a)
);
}
in vec2 v_coord;
out vec4 f_color;
uniform vec3 u_xaxis;
uniform vec3 u_yaxis;
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));
float fog = 1.0f / (u_fog*0.5 + 1.0);
// 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(
camera_position, // the position of the camera
camera_vector, // the camera vector (ray direction of this pixel)
1e12f, // max dist, essentially the scene depth
vec3(0.0f), // scene color, the color of the current pixel being rendered
vec3(
u_lightDir.x,
u_lightDir.y,
u_lightDir.z
), // light direction
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
RAY_BETA, // Rayleigh scattering coefficient
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*fog*0.7, // 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
ABSORPTION_FALLOFF, // how fast the absorption falls off from the absorption height
PRIMARY_STEPS*u_quality, // steps in the ray direction
LIGHT_STEPS*u_quality // steps in the light direction
);
// apply exposure, removing this makes the brighter colors look ugly
// you can play around with removing this
col = 1.0 - exp(-col);
col = min(col, vec3(1.0));
// Output to screen
f_color = vec4(col, 1.0);
}