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- uniform vec3 u_radiiAndDynamicAtmosphereColor;
- uniform float u_atmosphereLightIntensity;
- uniform float u_atmosphereRayleighScaleHeight;
- uniform float u_atmosphereMieScaleHeight;
- uniform float u_atmosphereMieAnisotropy;
- uniform vec3 u_atmosphereRayleighCoefficient;
- uniform vec3 u_atmosphereMieCoefficient;
- const float ATMOSPHERE_THICKNESS = 111e3; // The thickness of the atmosphere in meters.
- const int PRIMARY_STEPS_MAX = 16; // Maximum number of times the ray from the camera to the world position (primary ray) is sampled.
- const int LIGHT_STEPS_MAX = 4; // Maximum number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
- /**
- * Rational approximation to tanh(x)
- */
- float approximateTanh(float x) {
- float x2 = x * x;
- return max(-1.0, min(+1.0, x * (27.0 + x2) / (27.0 + 9.0 * x2)));
- }
- /**
- * This function computes the colors contributed by Rayliegh and Mie scattering on a given ray, as well as
- * the transmittance value for the ray.
- *
- * @param {czm_ray} primaryRay The ray from the camera to the position.
- * @param {float} primaryRayLength The length of the primary ray.
- * @param {vec3} lightDirection The direction of the light to calculate the scattering from.
- * @param {vec3} rayleighColor The variable the Rayleigh scattering will be written to.
- * @param {vec3} mieColor The variable the Mie scattering will be written to.
- * @param {float} opacity The variable the transmittance will be written to.
- * @glslFunction
- */
- void computeScattering(
- czm_ray primaryRay,
- float primaryRayLength,
- vec3 lightDirection,
- float atmosphereInnerRadius,
- out vec3 rayleighColor,
- out vec3 mieColor,
- out float opacity
- ) {
- // Initialize the default scattering amounts to 0.
- rayleighColor = vec3(0.0);
- mieColor = vec3(0.0);
- opacity = 0.0;
- float atmosphereOuterRadius = atmosphereInnerRadius + ATMOSPHERE_THICKNESS;
- vec3 origin = vec3(0.0);
- // Calculate intersection from the camera to the outer ring of the atmosphere.
- czm_raySegment primaryRayAtmosphereIntersect = czm_raySphereIntersectionInterval(primaryRay, origin, atmosphereOuterRadius);
- // Return empty colors if no intersection with the atmosphere geometry.
- if (primaryRayAtmosphereIntersect == czm_emptyRaySegment) {
- return;
- }
- // To deal with smaller values of PRIMARY_STEPS (e.g. 4)
- // we implement a split strategy: sky or horizon.
- // For performance reasons, instead of a if/else branch
- // a soft choice is implemented through a weight 0.0 <= w_stop_gt_lprl <= 1.0
- float x = 1e-7 * primaryRayAtmosphereIntersect.stop / length(primaryRayLength);
- // Value close to 0.0: close to the horizon
- // Value close to 1.0: above in the sky
- float w_stop_gt_lprl = 0.5 * (1.0 + approximateTanh(x));
-
- // The ray should start from the first intersection with the outer atmopshere, or from the camera position, if it is inside the atmosphere.
- float start_0 = primaryRayAtmosphereIntersect.start;
- primaryRayAtmosphereIntersect.start = max(primaryRayAtmosphereIntersect.start, 0.0);
- // The ray should end at the exit from the atmosphere or at the distance to the vertex, whichever is smaller.
- primaryRayAtmosphereIntersect.stop = min(primaryRayAtmosphereIntersect.stop, length(primaryRayLength));
- // For the number of ray steps, distinguish inside or outside atmosphere (outer space)
- // (1) from outer space we have to use more ray steps to get a realistic rendering
- // (2) within atmosphere we need fewer steps for faster rendering
- float x_o_a = start_0 - ATMOSPHERE_THICKNESS; // ATMOSPHERE_THICKNESS used as an ad-hoc constant, no precise meaning here, only the order of magnitude matters
- float w_inside_atmosphere = 1.0 - 0.5 * (1.0 + approximateTanh(x_o_a));
- int PRIMARY_STEPS = PRIMARY_STEPS_MAX - int(w_inside_atmosphere * 12.0); // Number of times the ray from the camera to the world position (primary ray) is sampled.
- int LIGHT_STEPS = LIGHT_STEPS_MAX - int(w_inside_atmosphere * 2.0); // Number of times the light is sampled from the light source's intersection with the atmosphere to a sample position on the primary ray.
- // Setup for sampling positions along the ray - starting from the intersection with the outer ring of the atmosphere.
- float rayPositionLength = primaryRayAtmosphereIntersect.start;
- // (1) Outside the atmosphere: constant rayStepLength
- // (2) Inside atmosphere: variable rayStepLength to compensate the rough rendering of the smaller number of ray steps
- float totalRayLength = primaryRayAtmosphereIntersect.stop - rayPositionLength;
- float rayStepLengthIncrease = w_inside_atmosphere * ((1.0 - w_stop_gt_lprl) * totalRayLength / (float(PRIMARY_STEPS * (PRIMARY_STEPS + 1)) / 2.0));
- float rayStepLength = max(1.0 - w_inside_atmosphere, w_stop_gt_lprl) * totalRayLength / max(7.0 * w_inside_atmosphere, float(PRIMARY_STEPS));
- vec3 rayleighAccumulation = vec3(0.0);
- vec3 mieAccumulation = vec3(0.0);
- vec2 opticalDepth = vec2(0.0);
- vec2 heightScale = vec2(u_atmosphereRayleighScaleHeight, u_atmosphereMieScaleHeight);
- // Sample positions on the primary ray.
- for (int i = 0; i < PRIMARY_STEPS_MAX; ++i) {
- // The loop should be: for (int i = 0; i < PRIMARY_STEPS; ++i) {...} but WebGL1 cannot
- // loop with non-constant condition, so it has to break early instead
- if (i >= PRIMARY_STEPS) {
- break;
- }
- // Calculate sample position along viewpoint ray.
- vec3 samplePosition = primaryRay.origin + primaryRay.direction * (rayPositionLength + rayStepLength);
- // Calculate height of sample position above ellipsoid.
- float sampleHeight = length(samplePosition) - atmosphereInnerRadius;
- // Calculate and accumulate density of particles at the sample position.
- vec2 sampleDensity = exp(-sampleHeight / heightScale) * rayStepLength;
- opticalDepth += sampleDensity;
- // Generate ray from the sample position segment to the light source, up to the outer ring of the atmosphere.
- czm_ray lightRay = czm_ray(samplePosition, lightDirection);
- czm_raySegment lightRayAtmosphereIntersect = czm_raySphereIntersectionInterval(lightRay, origin, atmosphereOuterRadius);
- float lightStepLength = lightRayAtmosphereIntersect.stop / float(LIGHT_STEPS);
- float lightPositionLength = 0.0;
- vec2 lightOpticalDepth = vec2(0.0);
- // Sample positions along the light ray, to accumulate incidence of light on the latest sample segment.
- for (int j = 0; j < LIGHT_STEPS_MAX; ++j) {
- // The loop should be: for (int j = 0; i < LIGHT_STEPS; ++j) {...} but WebGL1 cannot
- // loop with non-constant condition, so it has to break early instead
- if (j >= LIGHT_STEPS) {
- break;
- }
- // Calculate sample position along light ray.
- vec3 lightPosition = samplePosition + lightDirection * (lightPositionLength + lightStepLength * 0.5);
- // Calculate height of the light sample position above ellipsoid.
- float lightHeight = length(lightPosition) - atmosphereInnerRadius;
- // Calculate density of photons at the light sample position.
- lightOpticalDepth += exp(-lightHeight / heightScale) * lightStepLength;
- // Increment distance on light ray.
- lightPositionLength += lightStepLength;
- }
- // Compute attenuation via the primary ray and the light ray.
- vec3 attenuation = exp(-((u_atmosphereMieCoefficient * (opticalDepth.y + lightOpticalDepth.y)) + (u_atmosphereRayleighCoefficient * (opticalDepth.x + lightOpticalDepth.x))));
- // Accumulate the scattering.
- rayleighAccumulation += sampleDensity.x * attenuation;
- mieAccumulation += sampleDensity.y * attenuation;
- // Increment distance on primary ray.
- rayPositionLength += (rayStepLength += rayStepLengthIncrease);
- }
- // Compute the scattering amount.
- rayleighColor = u_atmosphereRayleighCoefficient * rayleighAccumulation;
- mieColor = u_atmosphereMieCoefficient * mieAccumulation;
- // Compute the transmittance i.e. how much light is passing through the atmosphere.
- opacity = length(exp(-((u_atmosphereMieCoefficient * opticalDepth.y) + (u_atmosphereRayleighCoefficient * opticalDepth.x))));
- }
- vec4 computeAtmosphereColor(
- vec3 positionWC,
- vec3 lightDirection,
- vec3 rayleighColor,
- vec3 mieColor,
- float opacity
- ) {
- // Setup the primary ray: from the camera position to the vertex position.
- vec3 cameraToPositionWC = positionWC - czm_viewerPositionWC;
- vec3 cameraToPositionWCDirection = normalize(cameraToPositionWC);
- float cosAngle = dot(cameraToPositionWCDirection, lightDirection);
- float cosAngleSq = cosAngle * cosAngle;
- float G = u_atmosphereMieAnisotropy;
- float GSq = G * G;
- // The Rayleigh phase function.
- float rayleighPhase = 3.0 / (50.2654824574) * (1.0 + cosAngleSq);
- // The Mie phase function.
- float miePhase = 3.0 / (25.1327412287) * ((1.0 - GSq) * (cosAngleSq + 1.0)) / (pow(1.0 + GSq - 2.0 * cosAngle * G, 1.5) * (2.0 + GSq));
- // The final color is generated by combining the effects of the Rayleigh and Mie scattering.
- vec3 rayleigh = rayleighPhase * rayleighColor;
- vec3 mie = miePhase * mieColor;
- vec3 color = (rayleigh + mie) * u_atmosphereLightIntensity;
- return vec4(color, opacity);
- }
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