cesium/packages/engine/Source/Shaders/ComputeRadianceMapFS.glsl

108 lines
4.9 KiB
GLSL

precision highp float;
in vec2 v_textureCoordinates;
uniform vec3 u_faceDirection; // Current cubemap face
uniform vec3 u_positionWC;
uniform mat4 u_enuToFixedFrame;
uniform vec4 u_brightnessSaturationGammaIntensity;
uniform vec4 u_groundColor; // alpha component represent albedo
vec4 getCubeMapDirection(vec2 uv, vec3 faceDir) {
vec2 scaledUV = uv * 2.0 - 1.0;
if (faceDir.x != 0.0) {
return vec4(faceDir.x, scaledUV.x * faceDir.x, -scaledUV.y, 0.0);
} else if (faceDir.y != 0.0) {
return vec4(scaledUV.x, -scaledUV.y * faceDir.y, faceDir.y, 0.0);
} else {
return vec4(scaledUV.x * faceDir.z, -faceDir.z, -scaledUV.y, 0.0);
}
}
void main() {
float height = length(u_positionWC);
float atmosphereInnerRadius = u_radiiAndDynamicAtmosphereColor.y;
float ellipsoidHeight = max(height - atmosphereInnerRadius, 0.0);
// Scale the position to ensure the sky color is present, even when underground.
vec3 positionWC = u_positionWC / height * (ellipsoidHeight + atmosphereInnerRadius);
float atmosphereOuterRadius = u_radiiAndDynamicAtmosphereColor.x;
float atmosphereHeight = atmosphereOuterRadius - atmosphereInnerRadius;
vec3 direction = (u_enuToFixedFrame * getCubeMapDirection(v_textureCoordinates, u_faceDirection)).xyz;
vec3 normalizedDirection = normalize(direction);
czm_ray ray = czm_ray(positionWC, normalizedDirection);
czm_raySegment intersection = czm_raySphereIntersectionInterval(ray, vec3(0.0), atmosphereInnerRadius);
if (!czm_isEmpty(intersection)) {
intersection = czm_rayEllipsoidIntersectionInterval(ray, vec3(0.0), czm_ellipsoidInverseRadii);
}
bool onEllipsoid = intersection.start >= 0.0;
float rayLength = czm_branchFreeTernary(onEllipsoid, intersection.start, atmosphereOuterRadius);
// Compute sky color for each position on a sphere at radius centered around the provided position's origin
vec3 skyPositionWC = positionWC + normalizedDirection * rayLength;
float lightEnum = u_radiiAndDynamicAtmosphereColor.z;
vec3 lightDirectionWC = normalize(czm_getDynamicAtmosphereLightDirection(skyPositionWC, lightEnum));
vec3 mieColor;
vec3 rayleighColor;
float opacity;
czm_computeScattering(
ray,
rayLength,
lightDirectionWC,
atmosphereInnerRadius,
rayleighColor,
mieColor,
opacity
);
vec4 atmopshereColor = czm_computeAtmosphereColor(ray, lightDirectionWC, rayleighColor, mieColor, opacity);
#ifdef ATMOSPHERE_COLOR_CORRECT
const bool ignoreBlackPixels = true;
atmopshereColor.rgb = czm_applyHSBShift(atmopshereColor.rgb, czm_atmosphereHsbShift, ignoreBlackPixels);
#endif
vec3 lookupDirection = -normalizedDirection;
// Flipping the X vector is a cheap way to get the inverse of czm_temeToPseudoFixed, since that's a rotation about Z.
lookupDirection.x = -lookupDirection.x;
lookupDirection = -normalize(czm_temeToPseudoFixed * lookupDirection);
lookupDirection.x = -lookupDirection.x;
// Values outside the atmopshere are rendered as black, when they should be treated as transparent
float skyAlpha = clamp((1.0 - ellipsoidHeight / atmosphereHeight) * atmopshereColor.a, 0.0, 1.0);
skyAlpha = czm_branchFreeTernary(length(atmopshereColor.rgb) <= czm_epsilon7, 0.0, skyAlpha); // Treat black as transparent
// Blend starmap with atmopshere scattering
float intensity = u_brightnessSaturationGammaIntensity.w;
vec4 sceneSkyBoxColor = czm_textureCube(czm_environmentMap, lookupDirection);
vec3 skyBackgroundColor = mix(czm_backgroundColor.rgb, sceneSkyBoxColor.rgb, sceneSkyBoxColor.a);
vec4 combinedSkyColor = vec4(mix(skyBackgroundColor, atmopshereColor.rgb * intensity, skyAlpha), 1.0);
// Compute ground color based on amount of reflected light, then blend it with ground atmosphere based on height
vec3 up = normalize(positionWC);
float occlusion = max(dot(lightDirectionWC, up), 0.05);
vec4 groundColor = vec4(u_groundColor.rgb * u_groundColor.a * (vec3(intensity * occlusion) + atmopshereColor.rgb), 1.0);
vec4 blendedGroundColor = mix(groundColor, atmopshereColor, clamp(ellipsoidHeight / atmosphereHeight, 0.0, 1.0));
vec4 color = czm_branchFreeTernary(onEllipsoid, blendedGroundColor, combinedSkyColor);
float brightness = u_brightnessSaturationGammaIntensity.x;
float saturation = u_brightnessSaturationGammaIntensity.y;
float gamma = u_brightnessSaturationGammaIntensity.z;
#ifdef ENVIRONMENT_COLOR_CORRECT
color.rgb = mix(vec3(0.0), color.rgb, brightness);
color.rgb = czm_saturation(color.rgb, saturation);
#endif
color.rgb = pow(color.rgb, vec3(gamma)); // Normally this would be in the ifdef above, but there is a precision issue with the atmopshere scattering transmittance (alpha). Having this line is a workaround for that issue, even when gamma is 1.0.
color.rgb = czm_gammaCorrect(color.rgb);
out_FragColor = color;
}