Just found this rather nice Atmospheric Scattering rendering C++ code over at scratchapixel.com and thought I’d do a quick conversion to a GLSL shader as a test for the Timeline software I’m working on. Works rather nicely…
My (none optimised) fragment shader conversion is:
#version 150 #define M_PI 3.1415926535897932384626433832795 uniform float TimeOfDay; // range 0.0 -> 1.0 (0.0 = Midnight, 0.5 = Midday, etc) const float RADIUS_EARTH = 6360e3; const float RADIUS_ATMOSPHERE = 6420e3; const float RAYLEIGH_SCALE_HEIGHT = 7994; const float MIE_SCALE_HEIGHT = 1200; const float SUN_INTENSITY = 20; const float g = 0.76; const vec3 betaR = vec3( 5.5e-6, 13.0e-6, 22.4e-6 ); // Rayleigh scattering coefficients at sea level const vec3 betaM = vec3( 21e-6 ); // Mie scattering coefficients at sea level vec3 sunDirection = vec3( 0, 1, 0 ); const int numSamples = 16; const int numSamplesLight = 8; struct Ray { vec3 o; //origin vec3 d; //direction (should always be normalized) }; struct Sphere { vec3 pos; //center of sphere position float rad; //radius }; const Sphere SPHERE_EARTH = Sphere( vec3( 0 ), RADIUS_EARTH ); const Sphere SPHERE_ATMOSPHERE = Sphere( vec3( 0 ), RADIUS_ATMOSPHERE ); bool intersect( in Ray ray, in Sphere sphere, out float t0, out float t1 ) { vec3 oc = ray.o - sphere.pos; float b = 2.0 * dot(ray.d, oc); float c = dot(oc, oc) - sphere.rad*sphere.rad; float disc = b * b - 4.0 * c; if (disc < 0.0) return false; float q; if (b < 0.0) q = (-b - sqrt(disc))/2.0; else q = (-b + sqrt(disc))/2.0; t0 = q; t1 = c / q; // make sure t0 is smaller than t1 if (t0 > t1) { // if t0 is bigger than t1 swap them around float temp = t0; t0 = t1; t1 = temp; } // if t1 is less than zero, the object is in the ray's negative direction // and consequently the ray misses the sphere if (t1 < 0.0) return false; if( t0 < 0.0 ) { t0 = 0; } return( true ); } vec3 computeIncidentLight( in Ray r ) { float t0, t1; if( !intersect( r, SPHERE_ATMOSPHERE, t0, t1 ) ) { return vec3( 1 ); } float segmentLength = ( t1 - t0 ) / numSamples; float tCurrent = t0; vec3 sumR = vec3( 0 ); vec3 sumM = vec3( 0 ); float opticalDepthR = 0; float opticalDepthM = 0; float mu = dot( r.d, sunDirection ); float phaseR = 3 / ( 16 * M_PI ) * ( 1 + mu * mu ); float phaseM = 3 / ( 8 * M_PI ) * ( ( 1 - g * g ) * ( 1 + mu * mu ) ) / ( ( 2 + g * g ) * pow( 1 + g * g - 2 * g * mu, 1.5 ) ); for( int i = 0; i < numSamples ; i++ ) { vec3 samplePosition = r.o + r.d * ( tCurrent + 0.5 * segmentLength ); float height = length( samplePosition ) - RADIUS_EARTH; // compute optical depth for light float hr = exp( -height / RAYLEIGH_SCALE_HEIGHT ) * segmentLength; float hm = exp( -height / MIE_SCALE_HEIGHT ) * segmentLength; opticalDepthR += hr; opticalDepthM += hm; // light optical depth Ray lightRay = Ray( samplePosition, sunDirection ); float lmin, lmax; intersect( lightRay, SPHERE_ATMOSPHERE, lmin, lmax ); float segmentLengthLight = lmax / numSamplesLight; float tCurrentLight = 0; float opticalDepthLightR = 0; float opticalDepthLightM = 0; int j = 0; for( ; j < numSamplesLight ; j++ ) { vec3 samplePositionLight = lightRay.o + lightRay.d * ( tCurrentLight + 0.5 * segmentLengthLight ); float heightLight = length( samplePositionLight ) - RADIUS_EARTH; if( heightLight < 0 ) { break; } opticalDepthLightR += exp( -heightLight / RAYLEIGH_SCALE_HEIGHT ) * segmentLengthLight; opticalDepthLightM += exp( -heightLight / MIE_SCALE_HEIGHT ) * segmentLengthLight; tCurrentLight += segmentLengthLight; } if( j == numSamplesLight ) { vec3 tau = betaR * ( opticalDepthR + opticalDepthLightR ) + betaM * 1.1 * ( opticalDepthM + opticalDepthLightM ); vec3 attenuation = exp( -tau ); sumR += hr * attenuation; sumM += hm * attenuation; } tCurrent += segmentLength; } return( SUN_INTENSITY * ( sumR * phaseR * betaR + sumM * phaseM * betaM ) ); } void main() { const int width = 512; const int height = 512; float a = mod( TimeOfDay - 0.5, 1 ) * 2.0 * M_PI; sunDirection = normalize( vec3( 0, cos( a ), sin( a ) ) ); float x = 2 * ( gl_FragCoord.x + 0.5 ) / ( width - 1 ) - 1; float y = 2 * ( gl_FragCoord.y + 0.5 ) / ( height - 1 ) - 1; float z2 = x * x + y * y; if( z2 <= 1 ) { float phi = atan( y, x ); float theta = acos( 1 - z2 ); vec3 dir = vec3( sin( theta ) * cos( phi ), cos( theta ), sin( theta ) * sin( phi ) ); vec3 pos = vec3( 0, RADIUS_EARTH + 1, 0 ); gl_FragColor = vec4( computeIncidentLight( Ray( pos, normalize( dir ) ) ), 1 ); } else { gl_FragColor = vec4( 0 ); } }