precision highp float; // Input varying vec3 vPositionW; #ifdef VERTEXCOLOR varying vec4 vColor; #endif #include // Sky uniform vec3 cameraPosition; uniform float luminance; uniform float turbidity; uniform float rayleigh; uniform float mieCoefficient; uniform float mieDirectionalG; uniform vec3 sunPosition; // Fog #include // Constants const float e = 2.71828182845904523536028747135266249775724709369995957; const float pi = 3.141592653589793238462643383279502884197169; const float n = 1.0003; const float N = 2.545E25; const float pn = 0.035; const vec3 lambda = vec3(680E-9, 550E-9, 450E-9); const vec3 K = vec3(0.686, 0.678, 0.666); const float v = 4.0; const float rayleighZenithLength = 8.4E3; const float mieZenithLength = 1.25E3; const vec3 up = vec3(0.0, 1.0, 0.0); const float EE = 1000.0; const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324; const float cutoffAngle = pi/1.95; const float steepness = 1.5; vec3 totalRayleigh(vec3 lambda) { return (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn)); } vec3 simplifiedRayleigh() { return 0.0005 / vec3(94, 40, 18); } float rayleighPhase(float cosTheta) { return (3.0 / (16.0*pi)) * (1.0 + pow(cosTheta, 2.0)); } vec3 totalMie(vec3 lambda, vec3 K, float T) { float c = (0.2 * T ) * 10E-18; return 0.434 * c * pi * pow((2.0 * pi) / lambda, vec3(v - 2.0)) * K; } float hgPhase(float cosTheta, float g) { return (1.0 / (4.0*pi)) * ((1.0 - pow(g, 2.0)) / pow(1.0 - 2.0*g*cosTheta + pow(g, 2.0), 1.5)); } float sunIntensity(float zenithAngleCos) { return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness))); } float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float EEE = 0.02; float F = 0.30; float W = 1000.0; vec3 Uncharted2Tonemap(vec3 x) { return ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F; } void main(void) { // Clip plane #include /** *-------------------------------------------------------------------------------------------------- * Sky Color *-------------------------------------------------------------------------------------------------- */ float sunfade = 1.0 - clamp(1.0 - exp((sunPosition.y / 450000.0)), 0.0, 1.0); float rayleighCoefficient = rayleigh - (1.0 * (1.0 - sunfade)); vec3 sunDirection = normalize(sunPosition); float sunE = sunIntensity(dot(sunDirection, up)); vec3 betaR = simplifiedRayleigh() * rayleighCoefficient; vec3 betaM = totalMie(lambda, K, turbidity) * mieCoefficient; float zenithAngle = acos(max(0.0, dot(up, normalize(vPositionW - cameraPosition)))); float sR = rayleighZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253)); float sM = mieZenithLength / (cos(zenithAngle) + 0.15 * pow(93.885 - ((zenithAngle * 180.0) / pi), -1.253)); vec3 Fex = exp(-(betaR * sR + betaM * sM)); float cosTheta = dot(normalize(vPositionW - cameraPosition), sunDirection); float rPhase = rayleighPhase(cosTheta*0.5+0.5); vec3 betaRTheta = betaR * rPhase; float mPhase = hgPhase(cosTheta, mieDirectionalG); vec3 betaMTheta = betaM * mPhase; vec3 Lin = pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * (1.0 - Fex),vec3(1.5)); Lin *= mix(vec3(1.0), pow(sunE * ((betaRTheta + betaMTheta) / (betaR + betaM)) * Fex, vec3(1.0 / 2.0)), clamp(pow(1.0-dot(up, sunDirection), 5.0), 0.0, 1.0)); vec3 direction = normalize(vPositionW - cameraPosition); float theta = acos(direction.y); float phi = atan(direction.z, direction.x); vec2 uv = vec2(phi, theta) / vec2(2.0 * pi, pi) + vec2(0.5, 0.0); vec3 L0 = vec3(0.1) * Fex; float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta); L0 += (sunE * 19000.0 * Fex) * sundisk; vec3 whiteScale = 1.0/Uncharted2Tonemap(vec3(W)); vec3 texColor = (Lin+L0); texColor *= 0.04 ; texColor += vec3(0.0,0.001,0.0025)*0.3; float g_fMaxLuminance = 1.0; float fLumScaled = 0.1 / luminance; float fLumCompressed = (fLumScaled * (1.0 + (fLumScaled / (g_fMaxLuminance * g_fMaxLuminance)))) / (1.0 + fLumScaled); float ExposureBias = fLumCompressed; vec3 curr = Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor); vec3 skyColor = curr * whiteScale; vec3 retColor = pow(skyColor,vec3(1.0/(1.2+(1.2*sunfade)))); vec4 baseColor = vec4(retColor, 1.0); /** *-------------------------------------------------------------------------------------------------- * Sky Color *-------------------------------------------------------------------------------------------------- */ // Alpha float alpha = 1.0; #ifdef VERTEXCOLOR baseColor.rgb *= vColor.rgb; #endif // Lighting vec3 diffuseBase = vec3(1.0, 1.0, 1.0); #ifdef VERTEXALPHA alpha *= vColor.a; #endif // Composition vec4 color = vec4(baseColor.rgb, alpha); // Fog #include gl_FragColor = color; }