refactor res/shaders

This commit is contained in:
MihailRis
2024-07-20 16:05:06 +03:00
parent 52381d5afa
commit 8e159009eb
16 changed files with 85 additions and 61 deletions
+6 -6
View File
@@ -43,7 +43,7 @@ SOFTWARE.
#define LIGHT_STEPS 4
vec3 calculate_scattering(
vec3 start, // the start of the ray (the camera position)
vec3 start, // the start of the ray (the camera position)
vec3 dir, // the direction of the ray (the camera vector)
float max_dist, // the maximum distance the ray can travel (because something is in the way, like an object)
vec3 scene_color, // the color of the scene
@@ -201,16 +201,16 @@ vec3 calculate_scattering(
// and increment the position on this ray
ray_pos_i += step_size_i;
}
// calculate how much light can pass through the atmosphere
vec3 opacity = exp(-(beta_mie * opt_i.y + beta_ray * opt_i.x + beta_absorption * opt_i.z));
// calculate and return the final color
// calculate and return the final color
return (
phase_ray * beta_ray * total_ray // rayleigh color
+ phase_mie * beta_mie * total_mie // mie
phase_ray * beta_ray * total_ray // rayleigh color
+ phase_mie * beta_mie * total_mie // mie
+ opt_i.x * beta_ambient // and ambient
) * light_intensity + scene_color * opacity; // now make sure the background is rendered correctly
}
@@ -264,7 +264,7 @@ void main() {
vec3 col = vec3(0.0);//scene.xyz;
// get the atmosphere color
col += calculate_scattering(
camera_position, // the position of the camera
camera_position, // the position of the camera
camera_vector, // the camera vector (ray direction of this pixel)
1e12f, // max dist, essentially the scene depth
vec3(0.0f), // scene color, the color of the current pixel being rendered