uniform sampler2D u_noiseTexture; uniform vec3 u_noiseTextureDimensions; uniform float u_noiseDetail; varying vec2 v_offset; varying vec3 v_maximumSize; varying vec4 v_color; varying float v_slice; varying float v_brightness; float wrap(float value, float rangeLength) { if(value < 0.0) { float absValue = abs(value); float modValue = mod(absValue, rangeLength); return mod(rangeLength - modValue, rangeLength); } return mod(value, rangeLength); } vec3 wrapVec(vec3 value, float rangeLength) { return vec3(wrap(value.x, rangeLength), wrap(value.y, rangeLength), wrap(value.z, rangeLength)); } float textureSliceWidth = u_noiseTextureDimensions.x; float noiseTextureRows = u_noiseTextureDimensions.y; float inverseNoiseTextureRows = u_noiseTextureDimensions.z; float textureSliceWidthSquared = textureSliceWidth * textureSliceWidth; vec2 inverseNoiseTextureDimensions = vec2(noiseTextureRows / textureSliceWidthSquared, inverseNoiseTextureRows / textureSliceWidth); vec2 voxelToUV(vec3 voxelIndex) { vec3 wrappedIndex = wrapVec(voxelIndex, textureSliceWidth); float column = mod(wrappedIndex.z, textureSliceWidth * inverseNoiseTextureRows); float row = floor(wrappedIndex.z / textureSliceWidth * noiseTextureRows); float xPixelCoord = wrappedIndex.x + column * textureSliceWidth; float yPixelCoord = wrappedIndex.y + row * textureSliceWidth; return vec2(xPixelCoord, yPixelCoord) * inverseNoiseTextureDimensions; } // Interpolate a voxel with its neighbor (along the positive X-axis) vec4 lerpSamplesX(vec3 voxelIndex, float x) { vec2 uv0 = voxelToUV(voxelIndex); vec2 uv1 = voxelToUV(voxelIndex + vec3(1.0, 0.0, 0.0)); vec4 sample0 = texture2D(u_noiseTexture, uv0); vec4 sample1 = texture2D(u_noiseTexture, uv1); return mix(sample0, sample1, x); } vec4 sampleNoiseTexture(vec3 position) { vec3 recenteredPos = position + vec3(textureSliceWidth / 2.0); vec3 lerpValue = fract(recenteredPos); vec3 voxelIndex = floor(recenteredPos); vec4 xLerp00 = lerpSamplesX(voxelIndex, lerpValue.x); vec4 xLerp01 = lerpSamplesX(voxelIndex + vec3(0.0, 0.0, 1.0), lerpValue.x); vec4 xLerp10 = lerpSamplesX(voxelIndex + vec3(0.0, 1.0, 0.0), lerpValue.x); vec4 xLerp11 = lerpSamplesX(voxelIndex + vec3(0.0, 1.0, 1.0), lerpValue.x); vec4 yLerp0 = mix(xLerp00, xLerp10, lerpValue.y); vec4 yLerp1 = mix(xLerp01, xLerp11, lerpValue.y); return mix(yLerp0, yLerp1, lerpValue.z); } // Intersection with a unit sphere with radius 0.5 at center (0, 0, 0). bool intersectSphere(vec3 origin, vec3 dir, float slice, out vec3 point, out vec3 normal) { float A = dot(dir, dir); float B = dot(origin, dir); float C = dot(origin, origin) - 0.25; float discriminant = (B * B) - (A * C); if(discriminant < 0.0) { return false; } float root = sqrt(discriminant); float t = (-B - root) / A; if(t < 0.0) { t = (-B + root) / A; } point = origin + t * dir; if(slice >= 0.0) { point.z = (slice / 2.0) - 0.5; if(length(point) > 0.5) { return false; } } normal = normalize(point); point -= czm_epsilon2 * normal; return true; } // Transforms the ray origin and direction into unit sphere space, // then transforms the result back into the ellipsoid's space. bool intersectEllipsoid(vec3 origin, vec3 dir, vec3 center, vec3 scale, float slice, out vec3 point, out vec3 normal) { if(scale.x <= 0.01 || scale.y < 0.01 || scale.z < 0.01) { return false; } vec3 o = (origin - center) / scale; vec3 d = dir / scale; vec3 p, n; bool intersected = intersectSphere(o, d, slice, p, n); if(intersected) { point = (p * scale) + center; normal = n; } return intersected; } // Assume that if phase shift is being called for octave i, // the frequency is of i - 1. This saves us from doing extra // division / multiplication operations. vec2 phaseShift2D(vec2 p, vec2 freq) { return (czm_pi / 2.0) * sin(freq.yx * p.yx); } vec2 phaseShift3D(vec3 p, vec2 freq) { return phaseShift2D(p.xy, freq) + czm_pi * vec2(sin(freq.x * p.z)); } // The cloud texture function derived from Gardner's 1985 paper, // "Visual Simulation of Clouds." // https://www.cs.drexel.edu/~david/Classes/Papers/p297-gardner.pdf const float T0 = 0.6; // contrast of the texture pattern const float k = 0.1; // computed to produce a maximum value of 1 const float C0 = 0.8; // coefficient const float FX0 = 0.6; // frequency X const float FY0 = 0.6; // frequency Y const int octaves = 5; float T(vec3 point) { vec2 sum = vec2(0.0); float Ci = C0; vec2 FXY = vec2(FX0, FY0); vec2 PXY = vec2(0.0); for(int i = 1; i <= octaves; i++) { PXY = phaseShift3D(point, FXY); Ci *= 0.707; FXY *= 2.0; vec2 sinTerm = sin(FXY * point.xy + PXY); sum += Ci * sinTerm + vec2(T0); } return k * sum.x * sum.y; } const float a = 0.5; // fraction of surface reflection due to ambient or scattered light, const float t = 0.4; // fraction of texture shading const float s = 0.25; // fraction of specular reflection float I(float Id, float Is, float It) { return (1.0 - a) * ((1.0 - t) * ((1.0 - s) * Id + s * Is) + t * It) + a; } const vec3 lightDir = normalize(vec3(0.2, -1.0, 0.7)); vec4 drawCloud(vec3 rayOrigin, vec3 rayDir, vec3 cloudCenter, vec3 cloudScale, float cloudSlice, float brightness) { vec3 cloudPoint, cloudNormal; if(!intersectEllipsoid(rayOrigin, rayDir, cloudCenter, cloudScale, cloudSlice, cloudPoint, cloudNormal)) { return vec4(0.0); } float Id = clamp(dot(cloudNormal, -lightDir), 0.0, 1.0); // diffuse reflection float Is = max(pow(dot(-lightDir, -rayDir), 2.0), 0.0); // specular reflection float It = T(cloudPoint); // texture function float intensity = I(Id, Is, It); vec3 color = vec3(intensity * clamp(brightness, 0.1, 1.0)); vec4 noise = sampleNoiseTexture(u_noiseDetail * cloudPoint); float W = noise.x; float W2 = noise.y; float W3 = noise.z; // The dot product between the cloud's normal and the ray's direction is greatest // in the center of the ellipsoid's surface. It decreases towards the edge. // Thus, it is used to blur the areas leading to the edges of the ellipsoid, // so that no harsh lines appear. // The first (and biggest) layer of worley noise is then subtracted from this. // The final result is scaled up so that the base cloud is not too translucent. float ndDot = clamp(dot(cloudNormal, -rayDir), 0.0, 1.0); float TR = pow(ndDot, 3.0) - W; // translucency TR *= 1.3; // Subtracting the second and third layers of worley noise is more complicated. // If these layers of noise were simply subtracted from the current translucency, // the shape derived from the first layer of noise would be completely deleted. // The erosion of this noise should thus be constricted to the edges of the cloud. // However, because the edges of the ellipsoid were already blurred away, mapping // the noise to (1.0 - ndDot) will have no impact on most of the cloud's appearance. // The value of (0.5 - ndDot) provides the best compromise. float minusDot = 0.5 - ndDot; // Even with the previous calculation, subtracting the second layer of wnoise // erode too much of the cloud. The addition of it, however, will detailed // volume to the cloud. As long as the noise is only added and not subtracted, // the results are aesthetically pleasing. // The minusDot product is mapped in a way that it is larger at the edges of // the ellipsoid, so a subtraction and min operation are used instead of // an addition and max one. TR -= min(minusDot * W2, 0.0); // The third level of worley noise is subtracted from the result, with some // modifications. First, a scalar is added to minusDot so that the noise // starts affecting the shape farther away from the center of the ellipsoid's // surface. Then, it is scaled down so its impact is not too intense. TR -= 0.8 * (minusDot + 0.25) * W3; // The texture function's shading does not correlate with the shape of the cloud // produced by the layers of noise, so an extra shading scalar is calculated. // The darkest areas of the cloud are assigned to be where the noise erodes // the cloud the most. This is then interpolated based on the translucency // and the diffuse shading term of that point in the cloud. float shading = mix(1.0 - 0.8 * W * W, 1.0, Id * TR); // To avoid values that are too dark, this scalar is increased by a small amount // and clamped so it never goes to zero. shading = clamp(shading + 0.2, 0.3, 1.0); // Finally, the contrast of the cloud's color is increased. vec3 finalColor = mix(vec3(0.5), shading * color, 1.15); return vec4(finalColor, clamp(TR, 0.0, 1.0)) * v_color; } void main() { #ifdef DEBUG_BILLBOARDS gl_FragColor = vec4(0.0, 0.5, 0.5, 1.0); #endif // To avoid calculations with high values, // we raycast from an arbitrarily smaller space. vec2 coordinate = v_maximumSize.xy * v_offset; vec3 ellipsoidScale = 0.82 * v_maximumSize; vec3 ellipsoidCenter = vec3(0.0); float zOffset = max(ellipsoidScale.z - 10.0, 0.0); vec3 eye = vec3(0, 0, -10.0 - zOffset); vec3 rayDir = normalize(vec3(coordinate, 1.0) - eye); vec3 rayOrigin = eye; #ifdef DEBUG_ELLIPSOIDS vec3 point, normal; if(intersectEllipsoid(rayOrigin, rayDir, ellipsoidCenter, ellipsoidScale, v_slice, point, normal)) { gl_FragColor = v_brightness * v_color; } #else #ifndef DEBUG_BILLBOARDS vec4 cloud = drawCloud(rayOrigin, rayDir, ellipsoidCenter, ellipsoidScale, v_slice, v_brightness); if(cloud.w < 0.01) { discard; } gl_FragColor = cloud; #endif #endif }