// colours of the fog towards the horizon by the angle from the azimuth of the sun, from the sky-view table of the atmosphere, // written into the weather buffer (weather_common.glsl: fog_horizon). the far fog then has the colour of the sky behind it. // the atmosphere blends into the old sky as opengl46_sky does it, by its share, white balance and brightness #include #include layout(local_size_x = FOG_HORIZON_SAMPLES) in; layout(binding = SKY_VIEW_TEX) uniform sampler2D sky_view_lut; layout(std430, binding = WEATHER_SCRATCH_SSBO_BINDING) buffer weather_scratch { vec4 weather_words[]; }; // first vec4 of fog_horizon in the weather buffer layout(location = 0) uniform int offset; // x: share of the atmosphere, y: its brightness, z: desaturation by the overcast, w: brightest the colour gets layout(location = 1) uniform vec4 params; layout(location = 2) uniform vec3 white_balance; // the colour of the old fog, which the atmosphere replaces by its share layout(location = 3) uniform vec3 old_color; void main() { uint index = gl_LocalInvocationID.x; float angle = float(index) / float(FOG_HORIZON_SAMPLES - 1) * ATMO_PI; vec3 sun = normalize(atmo_sun_direction.xyz); vec2 flat_sun = (dot(sun.xz, sun.xz) > 1e-8) ? normalize(sun.xz) : vec2(1.0, 0.0); vec2 side = vec2(-flat_sun.y, flat_sun.x); vec2 flat_view = flat_sun * cos(angle) + side * sin(angle); // a little above the horizon, where the far fog meets the sky vec3 direction = normalize(vec3(flat_view.x, 0.035, flat_view.y)); vec3 color = textureLod(sky_view_lut, atmo_skyview_uv_world(direction, sun), 0.0).rgb * white_balance * params.y; color = min(color, vec3(params.w)); float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722)); color = mix(color, vec3(luminance), params.z); if (any(isnan(color))) color = old_color; weather_words[offset + int(index)] = vec4(mix(old_color, color, params.x), 1.0); }