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#version 150 | |
in vec3 v3LightDirection; | |
in vec3 v3Direction; | |
in vec3 c0; | |
in vec3 c1; | |
out vec4 color; | |
float getMiePhase(float fCos, float fCos2, float g, float g2) | |
{ | |
return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0 * g * fCos, 1.5); | |
} | |
// Calculates the Rayleigh phase function | |
float getRayleighPhase(float fCos2) | |
{ | |
return 0.75 + 0.75 * fCos2; | |
} | |
void main() | |
{ | |
float g= -0.85; | |
float g2=g*g; | |
float fCos = dot(v3LightDirection, v3Direction) / length(v3Direction); | |
float fCos2 = fCos * fCos; | |
vec3 ccolor = getRayleighPhase(fCos2) * c0 + | |
getMiePhase(fCos, fCos2, g, g2) * c1; | |
color = vec4(ccolor, 1.0); | |
color.a = color.b; | |
//color= vec4(0,length(c0),length(c1),1); | |
} |
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