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Add sky light, physical atmosphere, auto exposure and bloom to the GL 4.6 renderer
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39
shaders/atmosphere_skyview.comp
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39
shaders/atmosphere_skyview.comp
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// light of the sky seen by the observer in every direction, for the sky-view table (atmosphere_common.glsl), which the
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// sky, the ambient light and the fog colour are read from. one invocation per texel. run every frame the sky is drawn with
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// the atmosphere, after the transmittance and multiple scattering tables
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#include <common>
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#include <atmosphere_common.glsl>
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layout(binding = ATMOSPHERE_TRANSMITTANCE_UNIT) uniform sampler2D atmo_transmittance_lut;
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layout(binding = ATMOSPHERE_MULTISCATTERING_UNIT) uniform sampler2D atmo_multiscattering_lut;
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#define ATMO_MULTISCATTERING_LUT
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#include <atmosphere_integrate.glsl>
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(binding = ATMOSPHERE_SKYVIEW_UNIT, rgba16f) writeonly uniform image2D skyview_target;
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const int SKYVIEW_SAMPLES = 32;
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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if (texel.x >= int(ATMOSPHERE_SKYVIEW_WIDTH) || texel.y >= int(ATMOSPHERE_SKYVIEW_HEIGHT))
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return;
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vec2 uv = (vec2(texel) + 0.5) / vec2(ATMOSPHERE_SKYVIEW_WIDTH, ATMOSPHERE_SKYVIEW_HEIGHT);
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float radius = atmo_observer_radius;
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float cosviewzenith;
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float coslightview;
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atmo_skyview_params(uv, radius, cosviewzenith, coslightview);
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float cossunzenith = clamp(atmo_sun_direction.y, -1.0, 1.0);
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vec3 sundirection = normalize(vec3(sqrt(max(1.0 - cossunzenith * cossunzenith, 0.0)), 0.0, cossunzenith));
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float sinviewzenith = sqrt(max(1.0 - cosviewzenith * cosviewzenith, 0.0));
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vec3 direction = vec3(sinviewzenith * coslightview, sinviewzenith * sqrt(max(1.0 - coslightview * coslightview, 0.0)), cosviewzenith);
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vec3 origin = vec3(0.0, 0.0, radius);
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atmo_scattering_s result = atmo_integrate(origin, direction, sundirection, false, SKYVIEW_SAMPLES, true, true);
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imageStore(skyview_target, texel, vec4(result.luminance, 1.0));
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}
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