#define_import_path bevy_atmosphere::math
let PI: f32 = 3.141592653589793;
let ISTEPS: u32 = 16u;
let JSTEPS: u32 = 8u;
fn rsi(rd: vec3<f32>, r0: vec3<f32>, sr: f32) -> vec2<f32> {
// ray-sphere intersection that assumes
// the sphere is centered at the origin.
// No intersection when result.x > result.y
let a = dot(rd, rd);
let b = 2.0 * dot(rd, r0);
let c = dot(r0, r0) - (sr * sr);
let d = (b * b) - (4.0 * a * c);
if d < 0.0 {
return vec2<f32>(1e5, -1e5);
} else {
return vec2<f32>(
(-b - sqrt(d)) / (2.0 * a),
(-b + sqrt(d)) / (2.0 * a)
);
}
}
fn render_atmosphere(r: vec3<f32>, r0: vec3<f32>, p_sun: vec3<f32>, i_sun: f32, r_planet: f32, r_atmos: f32, k_rlh: vec3<f32>, k_mie: f32, sh_rlh: f32, sh_mie: f32, g: f32) -> vec3<f32> {
// Normalize the ray direction and sun position.
let r = normalize(r);
let p_sun = normalize(p_sun);
// Calculate the step size of the primary ray.
var p = rsi(r, r0, r_atmos);
if (p.x > p.y) { return vec3<f32>(0f, 0f, 0f); }
p.y = min(p.y, rsi(r, r0, r_planet).x);
let i_step_size = (p.y - p.x) / f32(ISTEPS);
// Initialize the primary ray time.
var i_time = 0.0;
// Initialize accumulators for Rayleigh and Mie scattering.
var total_rlh = vec3<f32>(0f, 0f, 0f);
var total_mie = vec3<f32>(0f, 0f, 0f);
// Initialize optical depth accumulators for the primary ray.
var i_od_rlh = 0f;
var i_od_mie = 0f;
// Calculate the Rayleigh and Mie phases.
let mu = dot(r, p_sun);
let mumu = mu * mu;
let gg = g * g;
let p_rlh = 3.0 / (16.0 * PI) * (1.0 + mumu);
let p_mie = 3.0 / (8.0 * PI) * ((1.0 - gg) * (mumu + 1.0)) / (pow(1.0 + gg - 2.0 * mu * g, 1.5) * (2.0 + gg));
// Sample the primary ray.
for (var i = 0u; i < ISTEPS; i++) {
// Calculate the primary ray sample position.
let i_pos = r0 + r * (i_time + i_step_size * 0.5);
// Calculate the height of the sample.
let i_height = length(i_pos) - r_planet;
// Calculate the optical depth of the Rayleigh and Mie scattering for this step.
let od_step_rlh = exp(-i_height / sh_rlh) * i_step_size;
let od_step_mie = exp(-i_height / sh_mie) * i_step_size;
// Accumulate optical depth.
i_od_rlh += od_step_rlh;
i_od_mie += od_step_mie;
// Calculate the step size of the secondary ray.
let j_step_size = rsi(p_sun, i_pos, r_atmos).y / f32(JSTEPS);
// Initialize the secondary ray time.
var j_time = 0f;
// Initialize optical depth accumulators for the secondary ray.
var j_od_rlh = 0f;
var j_od_mie = 0f;
// Sample the secondary ray.
for (var j = 0u; j < JSTEPS; j++) {
// Calculate the secondary ray sample position.
let j_pos = i_pos + p_sun * (j_time + j_step_size * 0.5);
// Calculate the height of the sample.
let j_height = length(j_pos) - r_planet;
// Accumulate the optical depth.
j_od_rlh += exp(-j_height / sh_rlh) * j_step_size;
j_od_mie += exp(-j_height / sh_mie) * j_step_size;
// Increment the secondary ray time.
j_time += j_step_size;
}
// Calculate attenuation.
let attn = exp(-(k_mie * (i_od_mie + j_od_mie) + k_rlh * (i_od_rlh + j_od_rlh)));
// Accumulate scattering.
total_rlh += od_step_rlh * attn;
total_mie += od_step_mie * attn;
// Increment the primary ray time.
i_time += i_step_size;
}
// Calculate and return the final color.
return i_sun * (p_rlh * k_rlh * total_rlh + p_mie * k_mie * total_mie);
}