#version 120 uniform sampler2D texture; uniform float nodeScale; uniform vec3 colors[2]; varying vec2 uv; varying vec3 normal, binormal, tangent, light, light2; varying vec3 pos, center; varying float dist, dist2; //planetRim is the (normal dot view) value corresponding to the edge of the planet on the atmosphere's model const float planetRim = 0.169; const float innerFadeStart = 0.169; const float innerFadeBase = planetRim + 0.021; const float innerFadeMax = 0.5; const float outerFade = 0.0; const float rimDecay = 2.0; const float atmosExaggerateDist = 55.0; //The thickness of atmosphere that must be present before any haze is visible const float hazeThreshold = 0.01; //The brightness multiplier of the haze const float hazeBrightnessBase = 15.0; const float scaledHazeBrightness = 60.0; const float rimHazeBrightness = 4.0; //Fraction of haze that occurs beneath the clouds const float lowHaze = 0.3; const float hiHaze = 1.0 - lowHaze; //How much cover is 100% cloud cover const float shadowDarkness = 1.0; const float shadowDist = 0.025; vec3 hazeColor(float NdL, vec3 lightCol) { float depth = pow(max(0.8 - NdL, 0.0), 2.0); float lum = max(lightCol.r, max(lightCol.g, lightCol.b)); vec3 col = mix(colors[0], colors[1], depth); col /= max(col.r, max(col.g, col.b)); return col * lum * pow(max((0.8 + NdL) * 0.5, 0.0), 1.3); } vec4 alphaBlend(vec4 dest, vec4 src) { float alpha = src.a + (dest.a * (1.0 - src.a)); return vec4( ((src.rgb * src.a) + (dest.rgb * dest.a * (1.0 - src.a))) / alpha, alpha); } // fail-safe get normal map z component float deriveZ(vec2 n) { float z = pow(abs(1.0 - n.x * n.x - n.y * n.y), 0.5); return z; } void main() { vec3 normMap = texture2D(texture, uv).rgb - vec3(0.5); float opacity = max((length(normMap) - 0.25) / 0.25, 0.0); normMap.z = deriveZ(normMap.xy); vec3 n = normalize(normal); vec3 cloudNorm = n * normMap.z; cloudNorm += normalize(binormal) * normMap.x; cloudNorm += normalize(tangent) * normMap.y; cloudNorm = normalize(cloudNorm); vec3 p = -pos; //Apply a correction to the position to correct for the vertex structure p += nodeScale * (length(normal) - 1.0) * n; vec3 v = normalize(p); vec3 c = normalize(center); float cosTheta = -dot(c,v); float theta = acos(cosTheta); float dToCenter = length(center); float dToAtmos = length(p); float dToFarAtmos; float dToSurface; { float k = sin(theta) * dToCenter; float e = sqrt(nodeScale*nodeScale - k*k); dToSurface = sqrt(dToCenter*dToCenter - k*k) - e; e = sqrt(pow(nodeScale*1.015,2.0) - k*k); dToFarAtmos = dToAtmos + e*2.0; } dToCenter /= nodeScale; dToAtmos /= nodeScale; dToFarAtmos /= nodeScale; dToSurface /= nodeScale; float exag = clamp(pow(dToCenter / atmosExaggerateDist, 2.0), 0.0, 1.0); float hazeBrightness = hazeBrightnessBase; hazeBrightness += scaledHazeBrightness * exag; float innerFade = planetRim + 0.021; vec3 l = normalize(light); vec3 l2 = normalize(light2); float ndv = max(dot(n, v), 0.0); float ndl = dot(n,l); //Calculate shadow cover float shadow = 0.0; if(ndl > 0.0 && ndv > planetRim) { vec2 off; off.x = asin(dot(binormal,l)) * shadowDist / 6.283; off.y = asin(dot(tangent,l)) * shadowDist / 6.283; float thickness = max((length(texture2D(texture, uv + off.xy).rgb - vec3(0.5))-0.25)/0.25, 0.0) * sqrt(ndl); shadow = thickness * shadowDarkness; } float lightFactor = 1.0 / (1.0 + (gl_LightSource[0].quadraticAttenuation * dist * dist)); vec3 r = normalize(-reflect(l, n)); float rDv = dot(r,v); //Calculate atmospheric haze //Haze increases in brightness with depth through the atmosphere //The color changes as light is preferentially scattered away by frequency vec3 haze = vec3(0.0); if(ndv >= planetRim + 0.00001) { float rimFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * 0.15 * rimHazeBrightness; float hazeFactor = max(dToSurface - dToAtmos - hazeThreshold, 0.0) * hazeBrightness; float factor = mix(rimFactor,hazeFactor,smoothstep(planetRim,innerFade, ndv)); haze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * factor; } else if(ndv >= planetRim) { //At the very edge of the planet, the surface distance can be invalid float hazeFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * 0.15 * rimHazeBrightness ; haze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor; } float hazeLum = min(max(haze.r, max(haze.g, haze.b)), 1.0); vec3 rimHaze = vec3(0.0); if(ndv <= innerFade) { float hazeFactor = max(dToFarAtmos - dToAtmos - hazeThreshold, 0.0) * rimHazeBrightness * 0.5; float surfFactor = max((dToFarAtmos - dToAtmos)*0.5 - hazeThreshold, 0.0) * hazeBrightness; hazeFactor = mix(hazeFactor,surfFactor,ndv/planetRim); hazeFactor *= smoothstep(innerFade,innerFadeStart,ndv) * pow(min(1.0, ndv/planetRim), rimDecay); rimHaze = hazeColor(ndl, gl_LightSource[0].diffuse.rgb * lightFactor) * hazeFactor; } rimHaze += haze * hiHaze; float rimLum = min(max(rimHaze.r, max(rimHaze.g, rimHaze.b)), 1.0); float nDl = dot(cloudNorm,light); float nl = max(0.0, nDl); vec3 diffuse = gl_LightSource[0].diffuse.rgb * nl * lightFactor * gl_FrontMaterial.diffuse.rgb; diffuse += gl_LightModel.ambient.rgb * gl_FrontMaterial.ambient.rgb; vec3 specular = vec3(0.0); { //Light 0 rDv = dot(normalize(-reflect(l, cloudNorm)),v); if(rDv > 0.0) { specular += gl_LightSource[0].specular.rgb * pow(rDv, gl_FrontMaterial.shininess) * lightFactor * pow(nl, 0.4); } } { //Light 1 rDv = dot(normalize(-reflect(l2, cloudNorm)),v); float l2Factor = 1.0 / (1.0 + (gl_LightSource[1].quadraticAttenuation * dist2 * dist2)); diffuse += gl_LightSource[1].diffuse.rgb * max(0.0, dot(cloudNorm,l2)) * l2Factor; if(rDv > 0.0) { specular += gl_LightSource[1].specular.rgb * pow(rDv, gl_FrontMaterial.shininess) * l2Factor * pow(nl, 0.4); } } specular *= gl_FrontMaterial.specular.rgb;; vec4 clouds = vec4(diffuse + specular, opacity); if(ndv < planetRim) clouds.a = 0.0; //vec4 result = vec4(hazeFactor,0.0,0.0,1.0); vec4 result = vec4(0.0,0.0,0.0,shadow); if(hazeLum > 0.0) result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * lowHaze)); if(clouds.a > 0.0) result = alphaBlend(result, clouds); //if(hazeLum > 0.0) // result = alphaBlend(result, vec4(haze / hazeLum, hazeLum * hiHaze); if(rimLum > 0.0) result = alphaBlend(result, vec4(rimHaze / rimLum, rimLum)); //result = vec4(shadow,0.0,0.0,1.0); result.a *= clamp(ndv / clamp(exag * 2.0, 0.00001, 0.3), 0.0, 1.0); gl_FragColor = result; }